Klonoa1545's Recent Forum Activity

  • Looks like I'm far from the first person to experience this issue. Looks like I'm going to have to get rid of everything except the sprites themselves.

  • Unfortunately, no dice. I have deleted all the behaviors, events, and effects that weren't the defaults and what it says is "Failed to open project. Check it is a valid Construct 2 single-file (.capx) project." I'm positive that I have saved it as a capx in Construct 2. I've double checked. I've even installed the missing plugins into C3 and it just won't import. I'm even using an older version of C3 that still uses the C2 runtime. Any other ideas or suggestions?

  • I'm genuinely not sure how to delete the plugins... they were installed via rexrainbow's proprietary installer tool.

  • There probably isn't a way to do this (except the long way), but around 4 years ago I started creating a game that's selling point was the 100's of unique playable characters a player could choose (ambitious, I know). To that end, back when all I had was Construct 2, I did the sprite work and animations for around 50 of them along with some programming. Anyway, I got the free year of Construct 3 but I still kept using the C2 project to insert all of my game assets (mostly because of C2's plugins that I'd added on).

    Well, fast forward to now. C2 isn't being supported anymore, but I don't have the money at the moment to do C3, and even if I did, I really, really don't want to have to migrate all 200+ sprites from C2 to C3, but I can't just open my project in C3 because of a bunch of rexrainbow plugins that I've added. So what I need is one of two things:

    1. Is there any way to copy and past completed sprites with animation parameters, names, etc. from one project to another (or runtimes)? OR

    2. How do I add the rexrainbow plugins to C3 (provided you even can on the free edition)?

    I'm really hoping I don't have to tediously reinvent the wheel. Thanks in advance.

  • So simple! And yes, I was going for a platformer. Thanks!

  • I want to be able to have my player character's speed be, say, 50 when the gamepad joystick is held only a little and for the player character's speed to be 100 or so when the joystick is held all the way in a platformer type game. How would I arrange the events to make this happen?

  • I should specify that the game is in a beat-em-up perspective, not like Samurai Showdown. Players and enemies have an 8-directional movement.

  • Hi there! I'm trying to create a camera effect like Samurai Showdown where the closer a player gets to their target, the more zoomed-in the camera is on the player, with a maximum layout scale of 2.0. Can someone help me with this?

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  • Works okay, still a little jittery but markedly better.

  • Worth a shot.

  • Hello, I currently have it set for a sprite to follow another sprite (while copying the lead character's animations) in the style of an old-school RPG, but when I use the Pin behavior with "Rope" style it's jittery as heck. Anyone know how to reduce the jitteriness?

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  • This question has probably come up multiple times. But I wanted to gather some thoughts on which to use for data management for a Pokemon-like game I'm making. Would I be better off storing stats and other data for the "Pokemon" (Dex entries, natures and abilities, etc.) in a Dictionary data structure or an array? What about items? I'm more familiar with arrays, and I think I could make it work like that, but what do y'all think? If you think a Dictionary could work better, could you explain how and why?

    Tagged:

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Klonoa1545

Member since 11 Oct, 2017

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