danuyos's Forum Posts

  • Thanks again!!

  • Thanks for the reply!

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  • Hi evereybody

    I'm planning a new game, and since I just started the sprites design process I wonder this: what's better for performance ( I'm planning to make HTML5, but maybe...just maybe mobile)

    1. Full animation cycles (walking, idle, jumping.. and so on)

    2. Animation for just the moving parts (legs for example) and setting its position to the body "every tick" or with Physics Joints (haven't tried that yet)

    There will be 4 - 6 sprites, at the same time, with the same movements, the only difference would be the head

  • There's a debug plugin (3rd party), I haven't checked it but you can give it a try here http://www.scirra.com/forum/plugin-debug-panel_topic48052_post301500.html.

    I also remember the MMF2 debug pannel and found it very useful.

  • Hi everybody, this is a simple tip especially for newbies... always back up your project files

    You might say "I finished my game", "It was just a test game", "the art was so terrible, I'll never use it again"... but you never know when you'll need them.

    I discovered "no programming game making" two years ago and made this test game(BounceFighters in case you want to check it out), it was for pc, kind of a cross-over between pong and street fighter (as crazy as it sounds)and just today decided to re-make it HTML5 with the powerful features of Construct 2, but after one hour I gave up to the idea that my files were gone.

    Too lazy to do the design again, I said goodbye to my remake.

    So again, for all of you that have just finished a game... BACK UP!! BACK UP!! BACK UP!!!

  • there is a button that looks like a crosshair in the image editor... if you hover the mouse it says "set origin and image points"

  • Is the enemy "on-screen" or qhen you say no matter how far, that includes "off-screen" enemies?... if it's the first scenario, maybe you can try this:

    http://dl.dropbox.com/u/103248101/capx/5degrees.capx

    it's just a sprite triangle-shaped acting as the aim of the tank's turret. The triangle has a 5� angle facing the tank, so anything overlapping that "aim" is within 5� of the tanks turret (that if my trigonometry doesen't fail me)

    I supposed it was a top-viewed tank... Hope it works for you

  • It worked for me too... BTW nice graphics and gameplay

  • I don't understand clearly but have you tried adding a condition to the "picking" block... like

    if:      "player.free = true" (free is a boolean instance value)

            "player" (does whatever action triggers the picking)

    then:    set player.free to false

            do the "picking" thing

    I guess this would keep the player from picking infinite blocks

    and when it "drops" the block --- set player.free=true again

    hope it helps

  • first: sorry for posting in the wrong forum, this was my first post and eventhough I read before posting, I missed that <img src="smileys/smiley12.gif" border="0" align="middle" />

    second: thanks for the reply, but for some reason , on every spacebar pressed I get 3 intances created on each object 1 (a total of 9 instances)

    thanks anyway

  • hi, I just started using construct 2(free) and I've been having this problem for like a week now...

    I have 3 instances of one object ("object1").

    I want, that every time I press "spacebar" ,each of the 3 instances to create an "object2" in it's X and Y.... so on every "spacebar" pressed, 3 "object2" appear

    the problem is that only the first instance created on the layer "creates" the "object2"

    so in every "spacebar" pressed, I only get 1 "object2"

    I guess this could be done with "families" but I'm using the free version

    any suggestion?

    ------------------------------------------------

    if that's not possible, another option I have is if I have 2 instances of the same object overlapping, I want the "newest created" to move away