Borghi's Recent Forum Activity

  • Hi!

    I'm coding a game in the fashion of CONTRA (I have just begun)

    I've been studyng the movements and animations of the Contra characters and I have foreseen that, given that they can shoot while walking, I'll have this problem sooner or later:

    when they walk the walk animation triggers, which is usually complex requiring aproximately 8 frames (or so will be in my character).

    So, if you shoot while walking the "shooting while walking" anim will trigger, making it pretty hard to coincide the movement of the legs between animations.

    In CONTRA it fits perfectly, making me think that both parts of the character work independently while being parented.

    So, is it too strange to have the character being only a pair of legs when walking, and setting another sprite that will be the top half of the char for the walking anim?

    I actually am asking this before trying cause I'll have to create a load of frames and wnat to know if this is the correct way before working in vain.

  • Will there be an intermediate zoom or just the zoomed in and zoomed out viewWill there be an intermediate zoom or just the zoomed in and zoomed out view?

    There will be an intermediate zoom. Actually i wanna go changing the zoom depending on the zone or level. I still have no idea how to do the zoom stuff but I'll get to that when I need it. So, that's why I only included the 2 extremes of the zoom in this topic.

    PNG size isn't important while playing. VRAM usage is:...

    So then I really should make the character sprites as big as the nearest zoom, right?

  • what does the that renderer setting alter?

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  • Hello!

    I'm starting a game that will have zooming effect, both in and out.

    Let's think of this as some "metal slug" type game.

    I want to zoom IN from this view (aprox):

    <img src="http://andresborghi.com.ar/imagenes/screen1.jpg" border="0" />

    to this view here:

    <img src="http://andresborghi.com.ar/imagenes/screen2.jpg" border="0" />

    (the character shown is just an example, not the final one)

    This would NOT be a resize of the character only, the background would zoom too.

    Logic tells me that the sprite should be as big as the second screen, so when it zooms in I don't lose quality and I can even show more detail to the character. But this will be a 1920 x 1080 game. I made the test and 1 sprite of the character in PNG is near 600kb (i don't know if gets smaller when compiling or something)

    the question is: will the game run slow with a character this big? Even when it's resized inside the game.

  • Oh, i see.

    So, what I was failing to understand is that the loaded frames don't take space in the game since they are being taken from the disk. then I guess once you compile the final game each one is loaded only once.

    since I was making one of the begginners tutorials I somehow didn't think about the manual.

    I got how the order of frames work now, too.

    thanks for the advice!

  • hmmm sounds a lot more painintheassy that I expected.

    this really should improve in the future I think.

    what if 2 animations use the same sprite? Do you have to load it 2 times and occupy the double of the space? it's kinda dumb.

  • Hello!

    I'm kinda new to this and I'm making my first construct game.

    I'm setting the standing animation, for example, and I find it very weird that the program doesn't have a simple way to list the sprites you want in the order you want.

    For example, in the M.U.G.E.N. engine (an old engine created to make fighting games) you import your sprites and then work in the animation editor, where you code things like this:

    ;----------------------------------

    ; Standing Animation

    2,0, 0,0, 15

    2,1, 0,0, 3

    2,2, 0,0, 15

    2,1, 0,0, 5

    2,0, 0,0, 15

    2,1, 0,0, 3

    2,2, 0,0, 15

    2,1, 0,0, 5

    ;--------------------

    The first line read like this:

    -2,0 (number of the sprite)

    -0,0 (doesn't alter the position of the sprite in X or Y)

    -15 (duration of the sprite in ticks)

    The soft reads all the lines form up to down and creates the animation this way. once it gets to the bottom it loops.

    This is a great way to map the sprites inside the animation and put the sprites in the order you want, with the duration you want and repeat them as you want.

    So, I can't find this in construct. It looks like I'm forced to import the frames in the correct order, can't repeat a frame in the middle put at the end, or any other stuff.

    Is there an easy way like this to map the sprites in the animation?

  • Hi you all! this is my first post. Sadly, it's a "help" one.

    And I guess this has been answered before, but couldn't find the solution yet.

    when I want to preview my game the browser opens (chrome in this case) and says "no internet connection abailable" (don't know if those are the exact words since mine is in spanish)

    it doesn't say local host problem or anything like that. Just asks for internet connection (that I don't have nor need in that particular PC). I've read that this soft doesn't require a connection to test the games.

    So, what do I do?

    I really don't understand much about internet connections, ftp, IPs, etc... that's a mistery to me, so I need some guidance. It also happens that the PC I use to work is 2 floors above this one (which obviously HAS a connection), so, everytime I need to check something online it's a pain in the a**.

    Tha's why I can't keep checking online "step by step" tutorials over and over.

    aniway, help please!

    thanks!

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Borghi

Member since 24 Sep, 2013

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