RayKi's Recent Forum Activity

  • Create a sprite with a solid color to be your box, and write on it with the text object or the sprite font one.

    You can use the same box and text for all dialog boxes in the game to avoid wasting unnecessary memory, just change the text and box size within your events depending on what you want to do.

    You can also destroy and create this same box and text object as many times as you need and changing their shape, size, location and text each time this happens.

    Since you want to use Japanese kanji you suggest you go for the Sprite Font object. You can check it out here: https://www.scirra.com/manual/166/sprite-font

  • Try creating a invisible object to detect the collision instead of the car and as you rotate the car you also rotate the invisible object.

    The collision box won't be as sharp as setting the collision points on each of the 96 frames, but at least it will rotate along with the car which is more accurate then setting a fix bound box to all frames.

  • You can try and set a condition to check if the object on the top layer is overlapping the object beneath it.

  • What do you mean by strong ragdoll? Do you want it to move faster? To you want it not to break apart? do you want it to resist more before entering ragdoll state? Try being more detailed on what you are trying to do, we can't help you if we don't know the problem D:

  • What are you trying to do? Wait for the player to click? You don't need a loop for that.

    You can repeat a action with the system events "Every tick" or "Every Second". The loop you are going to use when you have a determined amount of repetitions you want to execute.

    Sorry if I can't be clearer but I didn't quite understand what you are trying to do LOL

  • Hello everyone

    So, recently I had some troubles with my computer and it just happens that I lost everything in it D:

    Every project I was working on, every project I've worked so far... all lost. (Shame on me for not backing things up, serves me right)

    But anyway, is there anyway for me to recover the .zip files I've uploaded to the arcade? Or is everything lost forever and I should start crying?

    Thank you for you attention

  • I'm getting this error:

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

    Construct 2 Check failure

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

    Check failure! This is probably a bug:

    Could not find object's combo property index

    Condition: index >= 0

    File: Projects\ObjectInstance.cpp

    Line: 704

    Function: class cr::pod<class std::vector<struct era::InstanceProperty,class std::allocator<struct era::InstanceProperty> > > __cdecl ObjectInstanceERACallback::GetProperties(void) const

    Build: release 231 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

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

    Abort Retry Ignore

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

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  • 30mb in the debugger

  • Actually the game is not yet completed. I have no sound, music or backgrounds what so ever. Only the basic animations for each mini game. In any way 5mb is a completely empty layout .-. The transition delay between a layout and another screen looks like a inevitable problem so far, and since a cannot solve it I'm trying to find ways to look around it.

    If I could just keep the previous layout or image showing or have anyway to signalize the player that the layout is loading it would be fine. The problem is the short black screen I get between the transition.

  • They are already in the layout. Yes

  • Hello guys, how are you?

    Do anyone knows a way to preload the layout or any other way I can reduce the transition time between the layouts? I tested a bunch of stuff and I can't figure out a proper way to do it .-.

    Lately I'm working on a quite dynamic game that have the same idea of the "Wario Ware" series or dumb ways to die series.

    For those who don't know this games the idea is quite simple. I've made a bunch of mini games (24 last time a checked) and each mini game have up to 3 levels of difficulty and a short period of time to be completed. Every time a mini game ends a new mini game is randomly chosen from the other 23 and then given to the player. If the player manages to complete the mini game in time, he scores and therefore the difficulty and the game speeds up so the player have less time to complete each task. If the player don't manage to beat the mini game... well he loses the game. So the whole objective is to see how many mini games you can beat before losing.

    So.. lets go to the problem itself. Since the whole point of the game is to it to get faster I decided to build all mini games on the same layout... Bad idea, in the end the layout needed more than 500mb to run and I couldn't find a mobile that could handle that, so the game crashed 100% of the devices tested.

    So i decided to put each mini game in a separated layout. Each layout now needs around 30mb only to run and the game now works even in my phone that is quite old. However it takes a few moments to do this transition between one layout and the other, and in a game where the whole point it to get faster, this few transition seconds are ruining the whole game.

    Did anyone ever anything like this?

    Thank you all for you attention ?

  • Bro, one way I use to this is controlling this with the animations.

    If the player press the move button with the idle animation playing, then the char walks. If the key is pressed and the moving animation is playing, then the char starts to run.

    Give it a try

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RayKi

Member since 25 Feb, 2014

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