Nimtrix's Recent Forum Activity

  • How about using the find expression?

    find(src, text)
    Find the first index within src that text occurs, else returns -1.
    
  • Use the condition "System -> Pick nth instance", and the expression TextObject.Text to get the text from the instance.

    Edit: Quick .capx

  • carminielloz:

    Select the animation in the image editor, then to the left you should see "Loop" in the properties, set it to "Yes".

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  • Regarding Lerp, I have absolutely no idea how to use this even after reading the manual. Please could you give me a small idea of how it would work in a game situation?.

    The FAQ has many examples that include lerp, and at least two good explanations of how it works.

  • Ah sorry, of course. You need to type the name of the animation in the "Set animation" condition. So if you called it "Punch" you'll need to type that, with double quotes.

  • There should be a small window called "Animations" where there's one animation called "Default". Right-click inside this box to create new animtaions.

  • Even if all the framecounts are different, it will be easier/faster if you add them as frames and animations. You can use expressions and events to get a lot of information from the animations & frames.

    It's up to you obviously, but I really don't think 360 different sprites is the way to go.

  • If IE can run the games properly by then, this could be interesting. <img src="smileys/smiley36.gif" border="0" align="middle" />

  • If you name your animations something like:

    Low Punch (or LP)

    High Kick (HK)

    etc..

    So if you know that the High Kick is, say, 8 frames, you can easily choose a specific frame within that animation.

    You would only have to specify; animation HK, frame X. Or just use, "is animation HK finished", then "set animation Stance".

    Edit: And as for sheets/frames, I would probably make a sheet for each animation move, for easy importation. You can import several frames into an animation though, so that'll work fine too.

  • To keep the changes over layouts, you could either do as inkBot says and make lots of global variables, or you could make your level objects global. It will then work with only 1 global var for the levels, but you'll have to move the global objects on layout change. Don't know what I would do, depends on how many levels I'd have to deal with.

  • Gaah, tried that and a few other things and it works to start with, but then I run into a problem.

    If I beat one level it's fine, but when I beat a second level the changes to the colour of the first level revert to default, and then it shows the second level as it should, and it keeps doing that. Any help? D:

    Sounds like you could avoid that by using booleans like you originally suggested, have you tried that?

  • Wouldn't it be easier if you made several animations per sprite aswell?

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Nimtrix

Member since 30 Dec, 2011

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