eli0s's Recent Forum Activity

  • In regard of copy - paste frames,

    While you can't technically copy - paste frames, you can however copy/paste the context of one frame (the image) in to an other frame elsewhere. Personally I prefer to just re-import the frames, it's faster.

    Although, sharing common frames between animations (even in the same animation) besides convenience perhaps can also introduce a way to cut down the exported file size (?).

  • Thank you for your kind words!

    Since you create the Sprite5(s) at run time, it shouldn't be behind the enemies. Are you sure that both objects (the enemies and the Sprite5s) exist in the same layer and/or that the layer1 is the top-most one?

    If they are on the same layer, after the "Create object Sprite5 on layer1..." action, add the "Move to Top" action on the Sprite5 (is in the Z Order Category). This should fix it anyway.

  • Ok, this is the best I can do...

    http://www.eli0s.com/Tests/BarkingHeads.capx

    I removed the pin behavior as it doesn't inherit the mirroring of its parent, instead I used the every tick set position to an image point and mirroring actions for the heads.

    The enemies move randomly left and right with the platform behavior (if you only need them to do small movements that do not jump or follow uneven ground, then the Platform is an overkill) and when the player is in range they follow him/her, barking (hopefully) facing the right way...

    Use the arrow keys to move the player around (default controls).

  • Wait...

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  • Oh... that's a bummer

    Anyway, thank you for your response and for clarifying that Ashley ! I hope this is going to change in the future, perhaps when HTML5 games become more of a standard, so will the the need for more mouse buttons

    Elias

  • What method do you use to move the enemy? This is important concerning the mirroring. The Sine Behavior doesn't have a condtition to check if you are moving towards the right or left, so I don't think it will help...

    If you like, send me your capx and let me see if I can help directly within your project.

  • The only difference between importing a sound as music or sound is that in the first case the data are being streamed in real-time the first time you play the game-thus making the audio file play immediately, on the other hand, sounds are being downloaded when they are called for the first time, thus not playing instantaneously.

    The workaround for the second case is to start the layout after you all preloads are complete.

    Otherwise, I don't think there is a performance (as in CPU) difference between them...

  • Ok, I saw your answer after I posted mine. Glad you figured it out

    As for the mirroring, either use an extra action to mirror the spawned object (Sptrite5) or add both the ForestCow and the Sprite5 in to a family and add the movement and the mirroring to the family object!

  • Hmm, I think you don't use the Pin Behavior correctly. You don't have to pin on some image point, first you set up the position of the child object (the one that has the Pin Behavior) in relation to the parent and then you "fire" the "pin to" action. You can either set the initial position manually in the level editor, or with actions, just like in our example.

    Please, re-download the last example, I've updated it to include the Pin Behavior. I used the Sine Behavior on the Enemy objects just to give some motion and pruve that the spawned object (Sprite1 or 5 or identity crisis ) follows.

    No need for anything, I am glad if I was helpful, by helping others I also learn my self!

    Tell me if everything works ok now

  • Oh, yes, that's an other thing. You can only have one audio file (which is imported into the music folder) playing at once. I always import everything as sounds!

  • I don't understand, Is there a reason to discard the advanced audio functionality? Compatibility perhaps? If not, it's by far more versatile since you can dynamically sculpt your sound at will, adjusting the same source to get resoults for many different scenarios...

  • Sorry to bump this up again,

    Ashley , can you please tell us if it's actually possible to implement 5 (or more) mouse buttons functionality in Construct 2, and, if yes, perhaps give us a rough estimation of when that might happen?

    Thank you in advance,

    Elias

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eli0s

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