GenkiGenga's Recent Forum Activity

  • No worries mate. Looking forward to seeing more.

  • This kind of thing happens with the default platform behaviour, its not perfect by any means but often good enough for most simple projects.

    If you don't want to use physics you could try using a detector object underneath your player. If the object detects the ground is sloping enough for your player to fall then you can manually set it to move via simulate control or by setting x,y.

  • Hey deerta,

    https://db.tt/4ao07uIH

    Its just that when you import an image into c2 it is set to face right by default.

    Here is an updated cap, I also added some z ordering into the mix as well. Not commented so let me know if you need anything explained.

  • This is looking great, man that tank feels satisfying to drive around. Keep it up Ryan.

  • Well done Gille,

    Simple yet addictive. Loving the graphics.

  • This time next year we will all be using ROJOwrapper It's all beyond me but I look forward to seeing how far you get with it.

  • No worries Fraktal. If I understand it correctly, when you start your game (or load a new layout within your game) all of the animations in any objects present in that layout are loaded into memory. So if you have a bunch of animations in your player object that you will never switch to, then yes it is more costly as you are loading things unnecessarily into memory.*

    The benefits of having all the animations loaded the way you currently have it set up is: If you can change your equipment mid stage, the animation will switch without the potential jank that comes from creating or destroying objects at runtime.

    *One major thing to keep in mind when weighing the pros and cons of which style to use is whether or not you will actually feel a difference. If your making your game for pc only, I don't think you really need to worry about it and should instead go with whatever style is easiest for you to work with.

  • You can spawn, set and pin an object to a specific image point. This is how you do it.

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  • A while back I was building a mobile RPG that had extensive customisation for appearance. For a typical PC it shouldn't really matter how you go about it.

    If you are making a game for mobile then the only way to do it without getting bogged down by memory is to keep all equipped items etc as individual sprites instead of having 1 item with multiple animations. That way you *are* never loading anything unnecessary into memory.

  • My first guess would be logic error but its too hard to say without seeing your project. Perhaps you can strip it down to the basics and post it.

  • Here is an alternative using border objects.

    Remember this is just 2 simple ways, you could experiment with other conditions and come up with the best way to suit any particular project.

  • Here is how you do it with compare X, Compare Y

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GenkiGenga

Member since 20 Oct, 2011

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