shinkan's Forum Posts

  • It's almost the same here ie.

    +System: Start of layout
    -> Audiere: Load Sound (AppPath + "game/sounds/laser.wav") as "laser"[/code:2pijrxly]
    
    Where (AppPath + "game/sounds/laser.wav") is your sound file path, and
    "laser" - is your Alias.
    
    Then when you want to play your sound you need to set ie.
    
    [code:2pijrxly]+ Bullet: On collision between Bullet and Enemy
    -> Audiere: Play sound "laser"[/code:2pijrxly]
    
    Just need to refer to the "laser" Alias whenever you want to play that sound.
  • It seems the newest nvidia driver fix that issue.

    Everything is working again. Layer thumbnail and non power of 2 texture are displayed correctly.

  • more power ups and enemies, maybe some bosses or powerful enemies.

    Never thought about implementing that kind of features.

    Oh well. Work in progress.

  • I never heard about Renoise... but when i saw it, it actually reminds me of a good old times i spend with Impulse Tracker (years actually )

  • First update is ready for download.

    You can now enjoy <font color="#990000">Autofire </font>and.. no effects.  ;)

    Strange, my game Cell.Protect had the very same problem. I too couldn't find any solutions to it, maybe others would have some idea.

    That is strange. And i've noticed that when i previewing my game usually it takes less time, then after exporting, for first enemy to spawn.

  • Thanks guys.

    <div>

    I'd like it if you could add the option to turn off some of the effects.../div>

    I can do that! :)

    but please change the firing from "when clicked" to "when hold"

    That's the whole point. holding mouse button make that game easy...but oh well i can do that to. :)

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  • You could try to store your animation frames in variables.

    Then ie. if private variable 'animation frame' = 5 spawn your hitbox.

  • Try Audiere plugin for sound and music - it's less confusing to use.

    Audiere Sound

  • could you share a cap file to see what's going on there?

  • maybe you could split your sprite in half and make two different sprites. Lower Sprite for walking, runing etc. and upper for attacking, waveing hands...

  • You want play one animation while other animation is playing on the same sprte? isn't that a paroadox?

  • No problems here - win 7 64. (Polish language if anyone cares )

    Works fine from Internet Explorer, Windows Explorer and Total Commande.

  • I have an idea. Make your self a sprite, let say 128 pixels high. On that sprite draw a straight line across on the bottom and put Hotspot in the bottom-center.

    Like here

    <img src="http://dl.dropbox.com/u/34375299/blank1.jpg" border="0" />

    Copy that frame as many times as you need.

    Draw your characters so the feet of your character are always touching green line.

    Like here

    <img src="http://dl.dropbox.com/u/34375299/blank2.jpg" border="0" />

    Follow that rule for every frame for your animation.

  • After watchin last episode i have to say this. That was the best fantasy series ever!

  • hey chrisbrobs i see you've playing with 3d in construct for some time now, so i have some questions to ask you (i'm to lazy to test it)

    Is pivot point of 3d model considered when rotating around 3d object in construct?

    Animating 3d object will import animated or just the first frame?

    Did you found any good number for polycount and texture size to not overkill construct?

    How many models can you import before your PC die?