Bass_X's Recent Forum Activity

  • pxzin

    I think there can't be misunderstunding with this screen

    These guys are both solids and sometimes they when they overlaped they glitch and can't moved. Who knows what is the reason for that? I'm technically handicaped and can't explain it myself, may be you know the reason?) May be there is easy way how to prevent such glitches? I mean that when I have crowd, there will be a time when the problem will occur. Is this because I'm using Spriter? I don't think that this is actually an event problem, if it doesn't mean that problem can be solved with true events

  • Developing the game I found that if I have 1vs1 battle and the enemy is without jumping it is quite good, but If I have more than 3 sprites on the scene fighting there are a lot of glitches concerned with sticking. Is there any working solution how to prevent sticking in game? (Im not a native speaker, by sticking I mean that sprites are illegally pined to each, and they can't move and there is no exit)

  • lucid

    And the last important noobish question, I'm very sorry for it. I forgot to add a body part to my hero (a tail to the wolf) and now I have more than 12 animation without this body part. Is it a real situation to add this body part and how to do this? When I drag the new body part on the zero in timeline it nonetheless appears as an animation.

    P.S: brashmonkey.com/forum/viewtopic.php

    And may be it will be useful, I think I found bug there

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  • Hi guys! I'm new to Construct 2 , and I'm trying to develop the inventory system myself.

    The logic I have is that in inventory I have 4 slots, where different armor must take place.

    I check if the slot was overlaped (means that a thing from armor took place at slot) and then I want things to take place in slots.

    The problem I have is that all weapons took place in the first slot and I don't know how to make it working step by step. May be smb has any suggestions?

  • I mean if I use method on screen it works how I want and when I place enemies on the layout, if they see a hero they act as a separate object, not as a whole. But the question is, is it efficient for optimisation or it is not quite good?

  • Thanks, I'm a little bit embarrased but I attach my example only that people understand what I want because English is not my native Thank you very much!)

  • Hi guys! I need smth like in example : apeja.ru

    But I made it very ugly. Have anyone the example how to make this in simple events? I would be very grateful

  • Hi guys! I have the next situation:

    I have 5 enemies, and for economic purposes I unied them into the family "enemies" and it works good.

    But if I have more than 1 instance, I found that they act as a whole (for example I have fight with object wolf in the family, and object bear does all what wolf does (takes damage, etc).

    How can I do that they will act separately what was written for the family? I saw pick section in system, but don't understand how to use it in my situation

  • Guys who know how can I prevent current animation? For example, the situation is that the main hero was attacked by the enemy, and I play the animation "injured", and I can't do anything(for example jump, run, etc) until it was not finished. As we knows players don't like when they do not control the situation and who knows how to prevent the playing animation until it was ended?

  • I'm a little bit embarassed but you was absolutely right the problem was concerned with events. But I think the plugin has changed a logic it worked before? I solved the problem with another way of implementation, thanks for all Lucid, i'm still praying on you and the best software I have ever seen

  • My project is extremely big and events sometimes messy that's why it is really doesn't make sense to send capx.

    But I find the cause of bug or what it can be I don't know and attach a scheme.

    For example if sprite with platform behaviour is overlapping scml, it works correct (as it worked before), but if I set position of my hero (scml) to the sprite with platform behaviour (or pin, it doesn't matter) the enemy animation became very slow. There is no more events concerned with this.

    Before update I had a working fight system. And now it works, but without scml near the enemy.scml. May be somebody else has this isue?

  • After the update the animation speed became extremely slow. How to explain it? Is it my fail with implementation or it is connected with new spriter importer and I should rewrite what was written before?

    as istavang said, the steps are:

    • in Spriter (You only have to do this once. The settings will be saved for future projects)
    • Save both an scml and a scon file
    • Drag either file into the layout in C2
    • Preview the layout

    Also if I set the 3rd save option(make object names in obj_info) my animated character falls through the solid object (I set it's the position to the platform behaviour sprite) and most of functions which I has designed is not working (for example on landed and overlapping enemy head (Mario jump)) with 3rd save option doesn't work. p.s:th project is big, it is impossible to send capx. I don't know what was done with c2 or the plugin but now I can't understand why my animation is randomly working

    But the main problem is that before update with a new Spriter features, I have very smooth fight system, and after I updated, there are animations which speed wasn't change and animations which speed is changed a lot(become slower). Who have suggestions what it can be?

    plugin release 6/6/2014

    construct r171

    windows 7 64bit

    spriter b8_1

    pps: I used Ronei Alves method of implementation if it can be useful

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Bass_X

Member since 7 Mar, 2014

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