Megabeard's Recent Forum Activity

  • In my game, I'd like for a longer, more extended version of my character's walking animation for whenever the player decides they want to run. There are two extra sprites to add to the walking animation for it to be a full "Run", so I decided to copy the "walking" sprites and paste them in a new "Running" animation, and added the two running sprites as well.

    The way it's working at the moment is that walking is just the arrow keys, while running requires you to hold down a key. I've got the speed increase working fine, but whenever I set it up for the animation to change to "Running", in game, my character freezes on whatever sprite it was on in the animation before holding down the run button. To fix this, I tried setting a frame for my running animation, but the results were the same.

    Any ideas on what I can do for a smooth transition into my running animation?

  • I do have a basic continuation file done however you have been extremely busy with other things I have to get done. If any body is good at figuring out codes and wants to comment it out so other people can understand it than please say so because I don't know when I'll get to work on it again.

    Do you mean comments in event sheets, or do you mean the signs in the tutorial itself? I don't speak for everyone else, but I could live without commented event sheets. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Glad to hear it's not just me. Though for me centering the layout didn't quite fix the problem. Although it did make it a bit less noticeable. Thanks for the suggestion.

    What a strange glitch. I don't think my computer is too old. 3 years doesn't sound too bad, does it? <img src="smileys/smiley17.gif" border="0" align="middle" />

    Could it maybe have something to do with the Operating system? I'm running Vista on this computer.

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  • I recently started doing Construct Classic projects on a different computer, and ever since making the switch, I've noticed that when scrolling to look around in whatever layout I'm viewing, the screen starts blinking rapdily.

    It's certainly not a huge issue, but it is kind of annoying too, and sometimes causes a lag when scrolling.

    I tried looking at different projects, same problem. I also reinstalled Construct Classic to be sure, but the issue remains. I don't recall noticing something so weird when I used Construct on my other computer.

    Has this been happening to anyone else? Any ideas what the problem might be?

  • I'm hoping there will be a continuation of this. It's been very helpful for me too so far.

  • Apologies for the bump. I'm just looking for some clarification on what this can do and this seems to be the most recent thread about it. I was watching the video tutorials provided on the site, so I think I have an idea... but it almost seems too convenient to be possible, so I just wanted to make sure before I jumped right in to working with it.

    The first thing I'm wondering is if the collision rectangles work the way I think they do. If I understand right, it sets collision points before putting the animation into whatever game program, and then whoever does the programming can simply use those without having to implement collision masks in the program itself? Granted, what happens during those collisions obviously wouldn't be handled in spriter, but still, if that does what I think it does, I'd be amazed.

    Another thing I'm wondering is if any additional programming is required for bone movement after putting the animations in the program. Is it really that simple? I know very little of bone movement in construct right now, so maybe this is a question best saved for later, but I'm just too curious I suppose.

    Finally, will the current price for pro remain the same when the beta is released?

  • I actually haven't encountered an example that won't open yet. Most of them are at least half functional, but are plagued with small problems that sort of ruin the game play unfortunately.

    In hindsight, my question probably wasn't a very good one though. If there was a quick fix to all of this, I'm sure it'd be out in the open by now. <img src="smileys/smiley17.gif" border="0" align="middle" />

  • I use Graphicsgale for the most part. What I like about it is how very simple it is to edit the images you initially create. You just right click the outside white area and then you can very easily "Erase" anything that seems off about your sprite. From there, it's just tweaking. Very easy for beginners.

    The downside? Making sprites have a transparent background is outrageously complicated. You're better off just doing that in another program altogether. Another thing I've found is that since it's specifically pixel based, unless you make a very large image with tons of detail, it's pretty hard not to notice that the sprites you draw are pixelated. The result for me is that my sprites have a cartoon-like look to them, though that may not be the case for everyone.

    I'd like to know how people make high-res sprites. I'm guessing it's tablets and/or photoshop, but that's just not an option for me.

    I don't think drawing on the mouse is too bad so long as the program being used has an easy way to erase/edit it. In a program like photoshop, it's pretty bad in my experience. Unless you have an impressively steady hand, you'll need a tablet for that one.

  • If there's one thing Construct Classic has always been spotty on, it's accessibility for new people learning to use it.

    You mostly have to seek out as many tutorials that users have informally made, and scour through the Help forum for anything that might relate to what you're doing, for your answers. There is not really a systematized method of "learning how to use Construct Classic." It's much more of an ad-hoc affair.

    Hopefully C2 will be better in that regard and I think Tom and Ashley are pretty consciously aware of that stumbling block in CC (thus C2 is full of example files).

    The problem is that unless you have super-dedicated folks, or paid folks, you won't get "teachers"

    But that'd be unfair to say that, because the people who DO know a lot (newt, lucid, deadeye, and so many others!) have given so much help on the help forums and in their own tutorials, plugins, etc., that it is almost a "school of construct" in that way.

    Very true... I'd even say that's a problem with almost anything that's a free program. Another thing that's troubling is that a lot of the tutorials from the past can't really be used on the current version of classic. It's the only real downside to construct being open source.

    What I've had to do is take the little bits and pieces that do work in those older examples, and try to make a working game out of it. That, and look everywhere for any tutorials that apply to what I'm doing.

    Eventually I'm going to have to flood the help section with annoying questions, though. <img src="smileys/smiley4.gif" border="0" align="middle" />

  • I was wondering if anyone could provide the specifics of what the usual problems are for using them? Or in other words, what changes to Construct Classic usually cause the problems?

    It seems like a shame to stop using them, especially since the old tutorials greatly outnumber the new and seem very useful, it's just that they have small problems due to the changes in the program.

    Like the older platform school tutorials or that sidescrolling fighter... those ones seem like they'd be a lot of help, but have small issues that unfortunately render them un-usuable in some parts.

    Are there any possible quick fixes?

  • I found the physics platformer and Cave Story dialogue to be very helpful. Great examples.

  • Hm, you're right. I can live with the grid acting up. It's just that my level is kind of large so scrolling over has been a nightmare.

    Thanks for the response inkBot, you just saved me from some headaches.

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Megabeard

Member since 30 Jun, 2011

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