gaboduarte's Recent Forum Activity

  • Well... No comments?

    If anyone's interested in taking a look at the things I've mentioned, the Playground SDK is free do download & develop (registration is required though).

    https://developer.playfirst.com

  • Hahaha that was funny, Arima.

    Can`t wait to try these out!

  • Couldn't be more clear than that! Nice work!

  • <img src="http://i42.tinypic.com/16k9bub.jpg">

    This is my current project, Street Defender, a very simple space invaders game, perfect for me to start working with Construct

    To keep things a bit fresh, I'll try a different lives system... Let's see how it turns out

  • Hey Ashley! Thanks for the information, I wasn't aware of that feature!

    But yes, like Uberlou said previously, I guess the main concern here is on saving texture space. Like I said, I often find myself using frames I already used before, and as far as I could tell, Construct didn't recognize them as the same frame.

    By using this method, instead of having packed animations with frames in it, we would have a library of frames in a object, and them we'd only have to call the frames and their durations over the desired animation.

  • Hi guys!

    Since I'm getting deeper into Construct, I've started to work on sections of the software I still wasn't used to, and I guess I have a nice suggestion to the animation part.

    I've been working for about 6 months with the Playground SDK, a free game SDK from Playfirst for developing casual games, and on the games I'm making, we constantly need to create simple animations without having to use too much frames (the engine currently supports animation strips of 1024x1024 max, and our sceneries and objects were quite big).

    Their animation program, called "filmstrip", can read easy LUA scripts that organize frame number and delay. I really enjoyed it, and I think something similar could vastly improve how we deal with animation in Construct.

    The script is simply a function with delays and frames, for example, a walking animation with 10 frames has a script sorta like this:

    -Walking

    delay(60)

    frames{1,2,3,4,5,6,7,8,9,10}

    If I wanted to make a character swing a sword, with a little antecipation on the movement, I'd say:

    -Swing

    delay(40)

    frames{1,2,3,4} <--- draws the sword

    delay(150) <---- wait for it...

    frames{5}

    delay(10) <---- quick slash!

    frames{6,7,8,9}

    delay(70)

    frames{4,3,2,1} <---- returns sword more slowly.

    I found myself using this for background and idle animations to... for example, if I have a dog that wags its tail, barks, and looks around, I could create, with the same frames, not only the idle animation of the dog (that involved the wagging and looking around and barks a bit) but also each separate animation, using the same frames I originally had from my strip.

    I don't know how construct interprets equal frames, but I often use the same frame in the middle of my animations, so I end up having to copy them over and over. Using this "pool" of frames, We could easily create animations without having to re-import them, use size and texture resources, and so on.

    What do you guys think? Have I made myself clear? I'm not a programming expert, and english's not my first language

    Please comment on this!

  • Amazing work man! Thanks for sharing the .cap too!

  • Amazing work!

    And a great gameplay too!

  • Wow

    Great!

    I was improvising a timer too, this will be great!

  • Ah, so that's what the private variables are about!

    Thanks! I expect to upload a version of the game soon!

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  • Thanks for the explanation guys!

    I think I get it... I'll try to search a bit further on this "pairing" feature, it sure seems useful!

    I was starting to check on the containers, I�ll study that too.

    And now, just a question that came from your explanations... If I wanted to use a same sprite object, but I didn't want the second one to pair with the event (ex. Left and Right flippers of a pinball machine): How can I discriminate one sprite from the other? Do I have to duplicate the object and rename the copied one?

    Also, if this is the kind of thing that's somewhere in the tutorials, please be rude and tell me to go look myself! I don't wanna be wasting nobodies' time

  • Hello everyone!

    This is my first real question here in Construct forum, and while it's not a "How do I" question, I'm not sure if this is a good one.

    Right now, I'm really enjoying Construct! It's so easy to understand! I'm already starting some personal projects on it, and so far everything ran smoothly.

    However, I'm puzzled by how Construct checks its events. I'm no programming expert - only dealt with Actionscript 2.0 and a bit of LUA (for scripting and interface implementing). And I did something on Construct I didn't think would be correct, but in fact it worked perfectly! I'm sorry if this question sounds stupid, but I'm still learning the ropes here

    Here's my doubt:

    <img src="http://img172.imageshack.us/img172/383/particle.jpg">

    I've decided to test the particles on Construct, so I've created a BulletParticle at the X,Y of the GoodBullet (event 5). To make the particle follow the bullet, I've decided to simply attach the X,Y of the particle to the bullet, on the Always event (1).

    This way, I expected to see probably just the first bullet with a trail, as it was placed offscreen... But I wasn't expecting for all the bullets to already come out with a particle attached!!! .

    I noticed that once the bullets are out of the scenario, the particles go to 0,0 (because the bullet is dead, I get it). But I can't understand how Construct can check what bullet each particle should follow, as it's on a "Always" event, and it's not related to the whole "creating bullet" event.

    If I were to create something like this on Flash, for example, I'd have to create instances for each of the bullet and particle, so that my particles knew which bullet they should follow. I know Construct is meant to be easy, but this is just too much!

    Can anyone explain this to me?

    Thanks in advance!

    edit: Here's the CAP file: http://www.gammabeam.net/streetdefender_01.cap

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gaboduarte

Member since 22 Feb, 2009

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