Nimtrix's Recent Forum Activity

  • Wait, are you making one sprite for each frame of every animation?

    You should add them as frames in an animation instead, you'll only need 10 sprites total.

  • As you probably know, if you have 72 different sprites, you need to have one instance of each sprite in a layout. So either you create a new, unused layout and keep all the fighters there, or you have to keep them in the margin.

    Edit: Or since it's a fighting game, add them to a "character selection" layout or something?

  • Ah, sorry didn't notice. Changed an event, should work now I think. Reuploaded to same location.

  • Using lerp on the scrolling should smooth things out:

    dogglejump_edited.capx

  • Have one global variable that keeps track of what level the player is coming from, and one global variable that is set to 1 only if the level was completed (and set to 0 after the frame has been set correctly). Then you should have enough information to point out which sprite should change frame.

  • If your blocks don't move downwards, you won't see objects with positions below 0, so you'll have to spawn it somewhere inside the layout.

  • What do you have as a condition for that event?

  • If you want a vertically scrolling platform game you'll either have to make a very tall layout, and scroll to your character, or you could have a small layout with a fixed camera and spawn moving platforms above your character, like this:

    VerticalSpawn.capx

  • So how would I create objects outside the top of the Window view??

    You can create an object outside the window view by using negative position values for X and Y when creating the object.

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  • I made a quick and simple example for you, to illustrate how you can use scrolling to control the "view".

    Scrolling.capx

  • Microsoft Windows [Version 6.1.7601]
    Copyright (c) 2009 Microsoft Corporation.  All rights reserved.
    
    C:\>tracert scirra.com
    
    Tracing route to scirra.com [108.60.144.14]
    over a maximum of 30 hops:
    
      1     1 ms    <1 ms     1 ms  192.168.0.1
      2    91 ms   113 ms   107 ms  c01E45BC1.dhcp.ventelo.no [193.91.228.1]
      3   105 ms   117 ms   128 ms  ge0-0-0-11.cr1.br.no.catchbone.net [193.75.1.33]
      4   130 ms   146 ms   122 ms  ge0-2-0-2.bergen-solhe3-p1.as2116.net [193.75.2.78]
      5   103 ms   122 ms   118 ms  te0-0-0-4.bergen-larsh-p2.as2116.net [195.0.241.29]
      6   130 ms   131 ms   145 ms  te0-1-0-4.bergen-solhe3-p1.as2116.net [195.0.241.30]
      7    91 ms    86 ms    55 ms  te0-1-0-4.oslo-san110-p2.as2116.net [195.0.240.122]
      8   180 ms   194 ms   193 ms  te5-2-0.cr1.fn3.as2116.net [195.0.241.218]
      9   102 ms   183 ms   138 ms  te6-1-0.cr1.xa19.as2116.net [193.75.3.149]
     10   130 ms   133 ms   180 ms  te5-1-0.br1.xa19.as2116.net [193.75.1.74]
     11   137 ms   175 ms   186 ms  TenGigabitEthernet8-3.ar1.OSL2.gblx.net [64.211.83.13]
     12   185 ms   194 ms   220 ms  atlantic-metro-com.tengigabitethernet6-3.ar8.nyc1.gblx.net [159.63.51.6]
     13   272 ms   250 ms   152 ms  21.ge-0-1.cr1.nj3.amcbb.net [69.9.36.244]
     14   130 ms   212 ms   298 ms  reliablesite.dmarc.nj3.atlanticmetro.net [108.60.144.14]
  • I edited your .capx a bit:

    ChalkBoard_Edited.capx

    All I did was change the collision polygons, and use the "set opacity" action, instead of your animation. Hope it helps.

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Nimtrix

Member since 30 Dec, 2011

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