eku's Recent Forum Activity

  • Hi guys. New project (almost finished, yay!), new problems and - I think - its easy one. Maybe you can help me?

    So, I have yellow sprite with rotate behavior, and pink sprite with bullet behavior and condition that every 10 ticks yellow sprite spawn pink sprite at image point A, B, C and D, but all pink sprites have the same, uhm, end point. This looks bad.

    <img src="http://i.imgur.com/3HQfPhv.jpg" border="0" />

    I already set image point but this is not helping...

    <img src="http://i.imgur.com/3dyhRZM.jpg" border="0" />

    Another thing is that I want: pink sprite rotate around himself (spinning, you know), but when I use rotate behavior everything is messing with bullet behavior. Any solution?

    Here is cap file: dl.dropboxusercontent.com/u/16947862/test.cap

    And here is Data folder, with music and sound files: dl.dropboxusercontent.com/u/16947862/Data.7z

    Enemy3 group is setting for bullets spawning.

    P.S.

    I already tried BulletML but this don't work at all. Every pattern that I created on Kenta Cho website java mini app, don't translate well in CC.

  • Hi guys. Happy new year and stuff like that, but back to problems. Actually- simply one.

    I want my character play animation "podnoszenie" when "L" button is pressed, but... something is wrong. What I wanna archieve? Something like Resindent Evil style constrols. You know, chactacter can't move until "L" button is not released.

    I don't understand Custom Movent, thats why I use platform movement.

    <img src="http://i.imgur.com/P42kH.jpg" border="0" />

    Here is cap: dl.dropbox.com/u/16947862/re.cap

  • Yes, please upload a .CAP file so we can see actuall problem.

    P.S.

    Polak?

  • Maybe it's a problem now, but probably will be in future, so I better ask now.

    I created main character with weapon, and there will me something like "if 'enemy' colide with 'player_attack' destroy 'enemy'"(yea, simple as hell, but you know what I mean), so its better to create weapon (sword), as a another sptrite attached to main character hand, or you guys have better solution?

    <img src="http://i.imgur.com/mRnSf.png" border="0" /> <img src="http://i.imgur.com/DzaCL.png" border="0" />

    <img src="http://i.imgur.com/jg6QM.jpg" border="0" />

  • Actually you can create something like (without erasing stuff in photoshop) this with light on black background and then (in CC) give it some additive shader. But its not exactly the same effect. I know is almost not important, and CC is not "Photoshop for games", but this is bother me - I like when CC show me exactly what I created in Photoshop...

  • Here is cap file.

    http://dropcanvas.com/8lkqj/5

    Look at image points of "player" sprite and check events too. I don't know if this is "good" solution, but it works...

  • Guys, it's pleasure to read such a good (and easy to understand) advices.

    In this "room" I can only cut graphics for smaller pieces, because the graphics are non repeatable, so I can't use tiled backgrounds object. But I will try use it for next rooms. Thank you good people.

    In RPG Maker times (years, years ago) playing with switches and variables was fun, but I'm not a programmer, I'm a graphic guy, so varialbles in CC are very hard to understand for me (and Construct wiki don't help me...), but :

    Create a global numeric variable with an initial value of zero. Let's call it "screamed." In your event, you'll need to check for On Collision AND whether global variable 'screamed' is zero. Your actions will then be to play the sound file and to set global variable 'screamed' to 1. This will guarantee that the sound file won't be played again even if the sprites collide.

    this is actually tells me a lot about variables in CC. You don't know how much you helped me here. Thank you very much (credits section will be looong I think).

    Many professional casual games are set at 1024x768 resolution

    Casual gamer will delete game after first stage. I planning quite hard game, in "old days" style. And thank you sir for your good words.

    Zotged

    You have damn right about texture sizes, I don't know why I'm such a lazy guy. I will cut everything to 512x512, I think this will help, and try to use tiled backgrounds in next rooms.

    If you want quick results without looking at channels you can make use of xaudio's autoplay feature.

    Forgive my stupidness, but before my "sollution" I was created only one xaudio oncject playing "fire1.wav" at all "palenisko" sprites, but this don't work at all. Thats why I use multiple xaudio object. So, if you have time, can you show me how can I "emmit" sound "fire1.wav" from every "palenisko" sprite from only one xaudio object?

    An effect similar to photoshop's hard light could be achieved fairly easily by stacking a contrast or curves shader with additive or screen on the layer and finding the right values.

    What I'm talking about? Let's see.

    When layer with hard light blending mode has grey, let's say, background

    <img src="http://i.imgur.com/nVhfp.jpg" border="0">

    it will become invisible. So we can archive quite nice results with lights. Mr. new placeholder, please show us example (probably I will have some problems with animations, I mean with collision boxes, so more "help me!" screams to come).

    This:

    <img src="http://i.imgur.com/SHgvC.jpg" border="0">

    Into this:

    <img src="http://i.imgur.com/1Svo8.jpg" border="0">

    You think that it exactly this result can be archived with different layers effects?

    And... you guys noticed moving candles flames (top of stage) and little "fire effect" from those candles fire? I'm planning add some falling wax from those candles via particles, but... you noticed it? I love small details!

    CAP - http://dropcanvas.com/8lkqj/4

    And forgive my poor English.

  • I have two guys (with different desktop resolution) to test my stuff, so its not a problem. And game is not my answer to Crysis 6, nothing big here.

    I missed "Screen" effect, thanks!

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  • Ok, I replaced 3000px width png24 with 1000px width jpg and use layer effects to have shadows and light over character (mr. blue box) and now VRAM usage is something about 90. But, I don't get it. It use 90MB of video ram from graphic card?

    4. Five xaudio objects play the same file - "fire1.wav" - at different places (those fancy fireplaces). So, I must "cache" "fire1.wav" to every xaudio object or one caching is ok?

    <img src="http://s9.postimage.org/bg0wo0im7/cache.jpg" border="0" />

    MrMiller

    Thanks. I don't have (I mean CC don't have) few layer effects that I want ("hard light" and "screen" from photoshop) so it's don't look like it should look. And about resolution - I still use 1024, so it's ok for me.

  • Ok, I replaced all canvas with "empty" tiled background and now VRAM usage looks like this:

    <img src="http://i.imgur.com/wR876.jpg" border="0" />

    And, och, I forget about two layers - colors and shadows. Those to have 4 sprites of 3000px width. So, is better to have 10 sprites with 300px of width?

  • colonel Justice

    Thanks for reply.I use a lots of canvas in the scene, like for fire sound "placement", and other stuff. I will try replace all canvas with something that don't eat VRAM. Those "places" that trigger or emmit sound is invisible so I can use something different, like tiled background. Thanks for your suggestion. And I can cut everything to small piecies (now they are 1000px width) if this will help. And I don't have repeating textures... Too much Photoshoping :/

    Urled

    Sorry, but I don't understand you, I only know basic stuff of CC... and little of English language. And player is already "listener" to all of sounds (scream and fire) and thats fine, I think.

  • Hi guys!

    I back to CC with full force and... of course I have million problems, but I don't wanna create milion topics for my silly question, so I will be post my "help me!" screams here. And, of course, sorry for my poor English language. Every one who hepl me will be in "credits" section in game! Wow ;-)

    1. When my blue box "sprite", I mean player, touch a invisible canvas "scream1" the sound of screaming human "scream1.wav" is playing over another invisible canvas "scream1pusher":

    <img src="http://i.imgur.com/Sq1Gq.jpg" border="0">

    But every time mr. blue box touch "scream1" canvas the sound was playing, even with "once" condition.

    <img src="http://i.imgur.com/V25YY.jpg" border="0">

    so I created something that works, but it's stupid, don't you think so?

    <img src="http://i.imgur.com/bf0mG.jpg" border="0">

    It's working good, but I don't think is good to use solution like that, because there is probably other, better solution with events.

    2. Now quite complex one. I create game for 1024x768 resolution, but many people have other monitor proportions like 16:9, 16:10. I send preview exe to two guys with 16:9 monitor and everyhing is working, but graphic was streched horizontaly, and I really don't know what to do with this. Help.

    3. In one place there is huge fps drop:

    <img src="http://i.imgur.com/XGsB7.jpg" border="0">

    censored due to brutall stuff

    I know the project is very graphic "heavy" (an will be only more), but fps drop only in one place, when mr. blue box jump (1) to another place (2)?

    Problem 1, 2 and 3 CAP (created with CC r1.2) - http://dropcanvas.com/8lkqj/1

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eku

Member since 12 Mar, 2012

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