Borghi's Recent Forum Activity

  • great!

  • I have this, for example:

    -if right arrow is down

    -and up arrow is down

    -then play the "aiming diagonally/up" animation.

    and everything is ok. But that only works with the character not mirrored. To make it work the other way aswell I must duplicate the whole event and replace "right" for "left".

    I guess there's other way to do this using less space, like this:

    -if (right arrow) OR (left arrow) are down

    -and up arrow is down

    -then play the "aiming diagonally/up" animation.

    How do I do this? I've found the "make OR grup", but it applies to the whole event, and that doesn't work cause I have other conditions that must be always active. I mean, it would also put "OR up arrow is down", and the up arrow thing must be always active.

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  • I don't know how to apply it as a constant or that. I'll investigate.

    I plan to do some zooming at some moment (which I still didn't check how is done), so, if this doesn't interfere with the zoom process then it's fine.

  • that's good news!

  • oh, too bad.

    This should really be improved in the future. If you have a big character that has many animations but uses always the same 7 or 8 images you're wasting an awful lots of space.

    Shouldn't be too hard to implement.

    thanks anyway.

  • Hi! Again, I guess this must be somewhere in the forum since is not a small issue, but I can't find a reference to it.

    I've made a sprite with several animations. Some of those animations repeat frames that were used in other anims of the same char. I thought I was saving storage space copypasting frames from one animation to another, but when I turned de CAPX into a RAR and checked inside it I saw that the duplicated frames where there, twice, one inside every anim's folder.

    Is there a way to save space by telling the soft to use a sprite from another folder or something like that? anything that works for not having repeated pngs using space.

    I guess there must be a simple way to do this.

    EDIT: Well, I've checked that frames are saved 2 times even if they are repeated inside one single animation, inside the same folder. that's even worse! <img src="smileys/smiley11.gif" border="0" align="middle" />

  • Well, finally I was able to solve it myself.

    I did it by adding an event at everytick setting the scale of the first sprite at 0.2 (since I found out that was close to the scale I'd chosen initially) and then doing it again with the second one.

    voila!

  • I have my character divided in 2 parts that move together forming the whole animation.

    The main part is resized to a certain scale and I need the other part to have the same size.

    Since I can't find the exact scale the first sprite has, I guess this must be done with exrpessions, like "everytick, [(EXP)match the size of this sprite to that other sprite]"

    Is this true? how would that expression be formed?

    thanks!

  • hmm, yes. that might be the problem of the position stuff.

  • all in the same event?

    what should I add to the other stand animation event to prevent it from overwritting the instance?

  • I've searched the forum to solve this and found some posts, but still can't figure it out, sorry.

    It's a plataform game with crouching. I've managed to make the guy crouch, but I'm trying to play the "crouch to stand" transition animation when releassing the down key and it automatically goes to stand without the animation I want. I guess it's due to the idle/stand animation taking over as soon as I release the key, but when I try to go around that weird stuff happen, like the character appearing under the plataform (weird, since there's no "position" trigger or anything like that).

    This is what I got:

    <img src="http://andresborghi.com.ar/help/problema01.jpg" border="0" />

    I've also seen that you can handle "groups" so you shut down a whole part of the process at once but still can't understand that. Sorry, I come from another gamemaking engine.

  • OK, I'll go that way, then, and see what happens.

    Thanks for the advice!

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Borghi

Member since 24 Sep, 2013

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