BluePhaze's Recent Forum Activity

  • Just like in the ghost shooter (beginners tutorial), set them to fire from the origin point at the angle of the sprite. If your sprite is actually turning left and right (mirror/not mirrored) then it should work. However if all you are doing is putting a sprite in that faces the other way you will need to change the angle of the arrows by 180 degrees when facing the other way.

    Sorry on a tablet so can't open the capx from here...

  • Search the forums a bit, there have been a few threads on the topic. There are multiple projects that have been released on iOS, you do need to plan for the limitations of mobile devices though in terms of memory and screen draw capabilities. Also check the "Your Creations" forum for more threads on each platform.

  • Same here, I Have dual 5970's (Quad GPU Crossfire X) with 4GB DDR5 and 12GB DDR3 for the system and I still get the issue, though it seems to be more prevalent when I have a graphics app opened like inkscape or illustrator.

  • either way works, it's really up to which is easiest for you. What I have been doing is using adobe illustrator or inkscape and make my own sprite strip first. It may seem a bit tedious, but then I have ordered sprite strips that I can reuse later in other games, etc... and easy way to do this is to take the size of your largest frame, make a square that big, make a strip of the squares which is pretty easy since they are all of even size, then on a layer above it, you can center each of your animation frames above a square (in order). Once you have them all, they should now be evenly spaced based on the position of the squares. You can then delete the squares and export the sprite strip as a PNG. When you import just give construct the size of the square you created (that is now the size of your frames) and it should do the rest by importing all the frames. I am sure there must be other apps that would do this for you, I just haven't looked that hard.

    Or you can just use something like spriter and do the save as PNG option to have it create a series of pngs (one for each frame) and then import those. That is what I have started doing for characters. Though for background and platform tiles, etc... I just use illustrator or inkscape still. This way I end up with ordered sprite strips that I can use anywhere in case I have to use something other than Construct 2 later, or if I need to use them in another game they are ready to go.

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  • Or use another square or rectangular sprite as the collision polygon and assign the platform behavior to it like in the tutorials. Having the default collision polygon on a character with animations can cause all kinds of oddness with collisions.

  • Or just a way of viewing the comments on your submissions with out having to load the game page...

  • The error message is telling you exactly what the issue is unless you already have todays release of Construct 2 installed...

  • Personally I just ended up purchasing adobe creative cloud ($50 per month for all their products) and am using tutorials online to learn the ins and outs of them. Then again way before my days as a .Net developer I was trained by Macromedia as a Flash Developer/Designer and spend a lot of time in photoshop. But still, depending on how complex you want your game art, learning to do it yourself is a great way to save money as well as giving you an even deeper connection with your game not to mention another creative outlet...

    Currently I am doing the development, graphics and music for my first release. And I have to say each one is just as fun as the others...

  • Thanks!

  • Great job on the summaries, thanks, I use them to make sure I didn't miss anything in the releases for the month... On a side note, could you maybe start including any contests/game james, etc... that you know of for the month covered by the post?

  • That would be correct, what affects it is creating multiple objects with the same images (you get a sprite sheet for each object) which is why it is better to create one object and use multiple instances when you need to have more of that object.

    Also the format of the image can affect the size of course, look at the manual for png formats supported.

  • Can't quite pin point it yet, but I believe it has to do with you setting it back to the default animation. As that is whast plays instead of reverseup.

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BluePhaze

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