rekjl's Recent Forum Activity

  • I'm getting some weird audio issues. For one of my games, when emulating it ad testing it on a phone through IntelXDK, my sfx aren't playing at all. The music in the music folder plays, but the ones in the sound folder don't. Here is where it gets weird, I exported it out, and installed it on my phone and the again no sfx. After a few tries however, the sfx plays normally. I tested another game file through IntelXDK and the sfx in that game works fine. Anyone having similar issues with audio? Also, I just updated my IntelXDK so I am using the latest version 1621. I tested it out using both the blank template and the cordova template with same results.

  • I still haven't figured it out as well. In fact, I had to give up on that game project for the time being as I couldn't find any solution. But I am still interested in learning about it, and maybe continue that project again. Hopefully someone will be able to shed more light.

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  • There are two ways you can use. First, is to use a container to add a different sprite to your character sprite and have it act as the collision detection. The second, and more simpler, is to create a larger collision area for your characters. While setting up your collision points in the editor, you can actually set it outside your sprite height and width. So create a circle shaped collision and place it outside so that it is big enough to fill the area you need.

  • Happy New Year constructors!!

    ......haha anyone else imagines that everyone will combine into devastator when you hear that?

  • Kyatric, thanks you. That will do perfectly. If it won't be rendered than it shouldn't be a problem for my case I think. Because there will only be around 14 different sprites, but the problem was that there will be many of them on the screen at a simultaneous time, I would guess that since they aren't being rendered, cpu and memory will only count the initial ones and not the multiple ones on screen. Thanks again!

  • Hi guys, I tried looking around but couldn't find a conclusive answer.

    Let's say I have a 500x500 sprite. I only want it for its many imagepoints that I will set in, so I don't need it to display anything. Is there a way to set it to not display and also not take a toll on memory? For example, if I set its opacity to 0, will it really not use any of the cpu power and memory to render it? Or is there another setting I need to set? I am making this game for mobile so I am trying to be as economical as I can since I will be using lots of them.

    Would appreciate any insight on this. Thank you.

  • Thanks for the tip Right now the imagepoints work perfectly so I am sticking with it for now, but it is always good to learn new approaches and methods. Thanks!

  • Hmm....I honestly never thought of using imagepoints, but if I use three image points and always maintain the correct angle for the ball, I think it just might work. TIme to try it out! Thanks!

  • What I am trying to achieve is: When the player clicks on something, all the red balls will change their position to that represented by the yellow balls. And when the player clicks again, it changes its position back, and so on.

    Let's say that the balls are 128 pixels in width and length, and the black line separating it from its new position is 16 pixels. What is the formula I would need to use if I wanted the red balls to go to the positions shown by the yellow balls? The black shape is made out of the same sprites, but each with an adjustment to its angle, so the angle can be easily obtained for the formula.

    I am not that good in maths, so any help would be greatly appreciated.

  • It's a conspiracy I tell you!! Haha I can't remember since I deleted them, but I think mine should be around 9.

  • I am not too sure if I understand, but it sounds like you are trying to show which weapon the player has selected while being efficient and without having to code very long.

    If that's the case, you could use animation frames. Use a sprite and import all the weapon images into it. So if you have 40 weapons, it will have 0-39 frames. Create a variable to determine which weapon the player is selecting. For example: if player touches on weapon no 5, save it to the variable. Than use the every tick or every x seconds, and tell the weapon image sprite to set animation frame to (yourvariable-1) (you put a minus 1 inside there since your frames start from 0 and not 1). Thought should do the trick while making it easy on the eyes as well. Oh and don't forget in the animation tab of your weapon sprite, set the play speed and playback to 0.

  • I am sure there are better softwares, but unless you are willing to spend hundreds of $, I would highly recommend spriter. Spriter is quite straightforward and simple, so if you are having problems with it, expect a much more deeper learning curve with many of the other softwares out there. You should check out their Youtube channel and see how it works.

    Trust me, you do not want a software that imports only one whole image and animates from it. It will be a nightmare to to manually set all the vector points to avoid stretching and weird overlaps. But you should look around for some alternatives and than look at the tutorials to see which is best suited to your needs and skill level.

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rekjl

Member since 13 Oct, 2013

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