hcatarrunas's Recent Forum Activity

  • Bump post

    Hopefully someone can say if i'm interpreting things right/wrong.

    If i haven't missed anything i'll just look at using an event system this weekend.

  • Was hoping that someone might guide me on how to make an audio "update/stream" when a timeline jumps to a Tag/Keyframe.

    I'm basically trying to sync audio and text paragraphs.

    It works fine in a sequential manner but when i try to navigate what i'm seeing:

    - play timeline/audio

    - click to jump to Tag/Keyframe (timeline updates/audio pauses)

    - click to resume timeline (timeline plays but audio resumes where it paused)

    Would have liked if

    - click to resume timeline (timeline plays and audio jumps/plays at the Tag/Keyframe audio runtime)

    Similar to flash/animate audio "stream" option.

    I also believe there is no way to goto and play a Tag/keyframe of a timeline? (instead of the two steps asking to go and then asking to play)

    I also tried to manually set the audio tag after navigating the timeline but it didn't seem to work. (basically had no audio/it stopped so maybe something wrong)

    Tagged:

  • > Have you tried to edit the image in an image editor (ex. photoshop) and change the dpi from 300 to 72 while keeping the dimensions?

    I already did this with Illustrator, it ends with a lower quality like, you know, pixellised :/

    I meant:

    » open the exported Illustrator 300dpi image in photoshop,

    » Go to change image size,

    » write down original width and height,

    » change de dpi to 72 (it will change the image width and height)

    » change image width and height to the original values and apply

    Save the image and try that in construct.

    You are only changing the interpreted dpi for the image, not scaling it from 300 (usually for print) to 72 (usually for screen).

  • Have you tried to edit the image in an image editor (ex. photoshop) and change the dpi from 300 to 72 while keeping the dimensions?

  • I thought you would be able to just setup the scene-graphs in the resource layout.

    It would then save the data and be available in the rest of the project similar to when you want to setup object variables for a project.

    Reading DiegoM post i realized Construct doesn't really have a scene-graph "entity" with all information incorporated. Instead we have the parents with the info of their children, and then the children with the info of their applied transforms.

    Hoping that what he is planning to implement will allow something similar to setting up the objects on the editor, pick one of the objects and allow to save the info of all connected objects to a json.

    Then at runtime you would be able to load the json and create the objects and connections it describes.

    Maybe create one of the objects at the expected position and then be able to "inject" the json information.

    Another aproach would be to "upgrade" containers to allow setting and saving the relations of it's objects like mikal tried?

    (though you would have to keep single objects for similar parts with different positions/connections since it doesn't allow duplications)

  • I'm assuming Ashley was mainly answering what i proposed (warning and allowing to copy with a new name).

    Personally I would still like to see a list of problems found (similar to the list find in project), and be allowed to paste duplicate objects with an extra _copy, _new, ...

    As i see it i would paste the events on a clean sheet (duplicating anything needed with the extra _) and then go 1 by 1 switching the "reference_copy" to "reference", and delete the extra stuff. (would be more useful the bigger the number of things to change between projects)

    But what about the suggestion of copying also missing objects if no "collisions" are verified when comparing the missing names of objects connected to the events that are being copied? (ex. objects just don't exist in the new projet)

  • Definitely would like that option.

    Another check would be for possibility of object names that already exist but have different contents, ex. sprite with another images/animations, different effects/behaviors on the object.

    It then should give the usual cancel, paste new name (ex. OriginalName_new).

    Don't think the option to delete and replace is very good here since it could affect the events on the project.

    Would choose to manually replace the OriginalName for OriginalName_new manually on the code.

  • Maybe save the data/config to a json and then allow events to load the information on runtime?

    (something similar to the json created in Spriter/Spine)

    Hopefully allowing to create/edit/save "states/animations" of the skeleton to allow animation down the line.

  • Link : discord.gg/eS3HK88

    Support and get the collection now!

    May i ask what steps i should do to use this Christmas special promo?

    Planning to use Construct3 to convert old flash education contents/minigames and this pack seems very nice to try to "add" more functionality while doing it.

  • On the current chrome it seems the road is not being displayed correctly. (firefox is ok)

    Any chance of a list of steps/tutorials for someone to try to replicate the effect?

  • Just though i could post here a little game I made about two friends o mine.

    They're always bickering and when she started Krav Maga i got the idea for the game.

    Game: hcatarrunas.com/KRAVP

    Capx: hcatarrunas.com/KRAVP/KRAVP.capx

    So "pimba" in portuguese can mean hit/got you :)

    I'm no programmer but maybe the example can help someone else to do something similar.

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  • Hello guys!

    My name is Henrique and I am from Portugal. I know a little of flash, and HTML, and am interested in learning a little mora about making games in HTML5. Looked around at what people recommend and found about Construct 2.

    Hope it helps me to get started.

    Best regards

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hcatarrunas

Member since 22 Apr, 2014

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