shinkan's Forum Posts

  • 3 of 4 features added, I was hoping You could add that in next few months but never suspect that in r55!

    Thanks Ashley, after 15 minutes i can feel my workflow gets faster and more precise!

    Ok, I've alway thought less object = better performance, that's way i asked my question above. If you say adding multiple collisions are more less the same as a using many sprite detectors that's fine.

    and yeah hehe that sounds cools;)

    Thanks Ashley!

    Yes that's true, but what if you could use only simple rectangular polygons? Wouldn't they act as a simple one colour fill detector sprites?

    I'm asking because i have many layouts with single sprite's for a background and I have to set few custom sprite detectors for a specific layout - there's some Z layering and other thing to consider.

    If for one layout i have to set let say 5 of them - and I've already have 9 layout, it equals 45 objects for detectors only :/

    I though if I could have multiple collision masks and they could be called in events by name I could save time and export file size.

    Multiple collision masks for one sprite.

    I know that the polygon collisons are on the way but could it be possible to set few of them on one object?

  • You want to spawn fireballs from right side of the screen at random height position? Is that what you trying to do?

  • Thanks Ashley.

    zenox98, no worries hehe i though you're referencing CC but did double check to make sure i really can't see "Set layer opacity" option in C2 ^^

  • yes, but there is no option "Set Layer opacity" in the Actions windows. I can only "Set scale" or "Set visible" (wich is only Visible or Invisible" and i'am after smooth transition from 0 to 100.

  • Is there a way to change Layer opacity on runtime, or it's a feature not yet added?

  • Good to know. Thanks for the info Kyatric.

  • Hey Ashley would it be possible to add only one thing from my list for next release?

    Point nr 4 to be specific.

    . Objects list while ading new event

    In the Event sheets when you click add new event it displays the list of all the objects in the project - it's handy when you editing independent event sheet to be included to specific layout.

    But while working on a Layout with it's own event sheet and have only 5 objects on that layout I think the list should be shortened to show that 5 objects only (5 object mean 5 sprites + all other system objects like Mouse, Keyboard etc). Again, it's annoying trying to find one specific object placed on current layout on the list, when you have 50+ object shown from entire project not related to that layout.

    Displaying objects in folder - like they are in Projects list tab will be sufficient too.

  • Thanks Ashley. Not affraid of extra work with events, I was more concern about speed and quality after export to web. If I can get better results by making more 100 events than import 100 frames i will go that way :)

    Thanks again.

  • Before I do what I have plan to do, I though to ask you.

    I want to make nice animated logo (few letters appearing from nowhere) for my game but can't make my mind which way I should go.

    I though about using two metods:

    1. One 280x40 image with transparency and xxx frames

    2. 25-30 quite small sprites (max 30x20) and animate them by events.

    My biggest question is: what will work better for browser game?

    Inserting one image with very long animation - thinking about 7s = a lot of frames (aprox. 2kb when everything is displayed on frame) or 30 small images with a lot of events.

    Obviously playing already animated sprite will be easier and faster to implement instead of setting events for every sprite to achieve same looking effect - basic stuff with opacity, size and timing.

  • could you post your project or screenshot from your event editor? that would help us to help you :)

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  • Link to the video

    Simply wow.

  • Can't beat that explanation :D