alastair's Forum Posts

  • pixel perfick, correct. However I'm speaking of positioning and viewing of image points when changing frames -- not the creation of them.

  • When applying a new image point(s) to a sprite it is often necessary to add it to all frames of an animation, however it is very tedious to do so! When you have an image point selected and then change the frame, it will select the hotspot against your will ? which means you have to go back and forth selecting the image point each time the frame is changed. Not to mention it makes it difficult to compare the image poitns on two frames of animation.

    I think it would be great if the selected image point would stay selected while changing frame.

    I feel like it use to be this way in the past?

  • I don't think I use global on anything. I guess it's a bug then, it seems like the persistance of sprites happens when they've been recently created before the layout change but I'm not sure. Seeing that I can't replicate or figure out why it happens that's why I suggest adding this destroy feature, since Ashley usually requires specific directions for encountering bugs.

  • I think it would be handy to have a "destroy all sprites/objects" action. This could be used before changing level because many times there will be a few sprites that remain on screen when changing level (for instance I usually see bullets continue flying across the screen after changing level.)

  • Make sure your graphic card settings are set from performance to quality too (if applicable.)

  • I'd appreciate some illustrations or explanations of how to use the new audio properties, or some examples. It's pretty confusing atm.

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  • Use global and local variables for naming things.

    For instance your enemy might have a variable called "state" or such, and then you create some global/local variables called:

    idle = 0

    run = 1

    follow = 2

    This way you can just refer to names rather than numbers in equations so that your math is easy to read and adjust.

    I'm using a 360 controller. "Has gamepads" works perfectly for me (you still have to press a button for it to be recognized,) but yes "On gamepad connected/disconnected" do not work for me.

  • bump

  • Yeah we really need some info on how to use it properly, or some picture/diagrams to explain how it all works.

  • I use 1 layout and 1 event sheet for all my levels, 1 layout and sheet for main menu, and 1 layout for storing all the graphics. I have an additional event sheet for input code though which is included in both game and menu layouts.

    But yeah I find it easier to have 1 sheet for the bulk of my code, I think its cleaner and easier to work with that way.

  • This instance bank plugin is just a beginning. I plan to make another plugin to auto-save/load instance outside a range.

    Wow that sounds fantastic.

  • Yes. Right click on the collision polygon to get the options.

  • I'm 100% sure Countersrike/valve wouldn't care about it. They used CV-47 instead of AK-47 for instance.

  • Yes. I'm pretty sure Counter Strike had to use different names in their first game, so you could just copy those gun names since most people associate them with the real ones anyway.