Loki2020's Recent Forum Activity

  • i already made a new set of objects to solve my problem, but did not want to go that rout. Thanks for the knowledge.

  • i got a sprite, with instances on multiple layouts, as well as multiple instances on a given layout. on a layout i need one instance to have anchored behavior whilst the other instance of said sprite should not be anchored. when i select one instance and add or remove the behavior, it also changes the others. Can this be avoided?

  • i got a sprite, withe instances on multiple layouts, as well as multiple instances on a given layout. on a layout i need one instance to have anchored behavior whilst the other instance of said sprite should not be anchored. when i select one instance and add or remove the behavior, it also changes the others. Can this be avoided?

  • Sorry, life n shizz. T biggest influence on this game would have to be "Cute Knight" http://www.hanakogames.com/knight.shtml a game i played years ago and wanted to make "better" also I think their is a gap right about here in the game market, since I cant find any games like this to play myself.

    GAME

    https://dl.dropboxusercontent.com/u/962 ... index.html

  • For some reason the next button in intro03 and quarters01 is not doing their job any more and locks the 8-dir move of the eye thingie. After a couple hours o trouble shooting I found that it all goes working again if I reverted Construct 2 back to v.79 but now I can't open any newer capx (insult to injury)lol

    any suggestions?

    here is the Construct 2 file:Starborn capx file

    And the demo page:Starborn WIP

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  • Ok, so I was studying your code and had it nearly understood and decide to try and implement it. Much to my dismay, my game is broken before I even get started. For some reason the next button in intro03 and quarters01 is not doing their job any more and locks the 8-dir move of the eye thingie. After a couple hours o trouble shooting I found that it all goes working again if I reverted Construct 2 back to v.79 but now I cant open your capx (insult to injury)lol

    any suggestions?

  • Thank you for a solution! This is a bit over my head but I will try my best. I hesitate to even ask, but would you whip up a demo capx? And do you think ( particularly with recent interaction with the RPG maker community link ) that this subject warents a tutorial? Thanks again Yann, you do this community a great service and I appreciate it!

  • Why isn't anyone responding. Did I not present the question well enuff? I know this is not hard for you brilliant peeps.

  • I'm a bit stuck here. I am trying to make a set of questions with A & B answers After you start a new day and you meet your PolyCom assistant you are suppose to answer a series of questions. The way I am trying to implement it is skipping ahead instead of iterating thru them. all the code for this is on quarters01 event sheet.

    here is the Construct 2 file:Starborn capx file

    And the demo page:Starborn

    If you could show me a good way to accomplish this type of dialog it would really help.

  • Yoink!!

  • As you proly know I am doing a relatively graphically intense project. I just used the image editor to convert the BGs to JPG instead of PNGs. This process did a fairly good job on most of my HD images accept two of the ten looked so-so, and one looked like crap. I decided use PS CS5 to replace the offending JPGs. Now all looks great and all i had to do was upload the revised JPGs.

    original BG PNGs 10 x 500kb     = 5000kb

    construct JPGs 75% 10 x 50kb    = 500kb

    final:

    construct JPGs 75% 7 x 50kb +

    my revised jpg's 80% 3 x 120kb = 710kb

  • I thought this one was solved. I read a blog about the feature that determines image file type on export. Now tell me where the !@$@#% switch is....   <img src="smileys/smiley20.gif" border="0" align="middle">

    Ahh, here it is...

    www.scirra.com/manual/129/image-format

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Loki2020

Member since 28 Dec, 2011

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