saiyadjin's Recent Forum Activity

  • in event sheet - add event - select sprite 1 - is in collision with - select sprite 2

    • add action - do something when they collide.

    now if you (as much as i noticed) don't want them to be around the same spot - you can use push out solid action - push the one that comes into collision for xy pixels in x,y direction. or you can write down some other "combo" that you want to use when they hit each other.

    there's a lot of stuff you can do with collision since it's a main thing in games.

  • how big is your test project? if it's small it loads too fast and doesn't show their loading at all. also, is your loading shown then opens another layout or does it show after loaded your loader layout?

    p.s. there's another bug - if you have 3 Text objects and you add mouse style on each, and when mouse not over them remove that style, it will work, but only for 1 object out of these. why i have no idea.

    p.p.s. what version are you using? (i'm on r190)

  • nooone? great.

  • also, i've forgot to say, my PC ain't bad. - > 344.75 drivers with gtx 980m, ssd evo840, quad 3-4GHz 4860HQ and 8GB ram ddr3 - 1600. so my pc shouldn't be a problem :/

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  • So i have been working on my game hardcorely, and then it popped me. let's do a loader layout.

    So i went to project settings, selected use loader layout, set it to Yes. Selected first layout my new layout (that was empty at the moment),

    as first layout. Set the Progress bar & logo as "loading".

    So.. i run my game (which is approximately around 60MB)... aaaaand nothing happens. I get the C2's loader and once it's done my layout opens.

    Here's what i've tried - adding event sheet with browser + "is update downloading" - gets c2 loader to 50% then switches and loads the rest 50% on that layout - in other terms, doesn't work.

    - adding a simple image / loader bar on that empty layout - nothing happens, c2 loader and then opens that layout

    - choosing none (progress bar & logo) - with both 2 options that i mentioned - does nothing- c2 blank loader and then opens loader layout

    - reinstalled browser / c2, clearing cache from browser (tried opera 26 and chrome latest), CCleanering cache, removing loads of events, some items from other layouts - still the same thing happens - c2 loader or c2 Blank loader if i selected none.

    Now i am really suspecting that there is something wrong with that loader in C2. Can you please dig through it and check if there is something that prevents it from starting because i'm 99% sure that i haven't done anything wrong. And yeah i can't upload CAPX of 60MB cuz i got slow upload rate (would take me 3hours) (380kbit/s) .

    P.S. i would like to see some features tweaked for easier usage. Like web font, or Fonts in general. Something like importing font and then using it would be nice. Even if it took some time to process it during export / import. Also better image editor would be nice. I'm talking about usage of "auto detect collision polygon" - why is this not available for full animation? i have to do it on every frame.. it gets really boring and wastes my time. Also renaming a origin point renames that point on one frame, and if i used "apply to whole animation", the upgoing changes should be chained. Also wastes my time. Same goes for removal of these points. These are just my suggestions, since i want to develop 2D games for PC, who are usually much stronger then mobiles, but if i just waste my time doing things that could be done faster i'm not so sure this is the engine i want to use. And i really really really like the easiness and adaptation of Construct and all the possibilities through plugins, behaviours, effects etc. And don't get me wrong, i'm not tryin' to be mean towards you or anything, i really admire your work, and i hope it gets even better!!! Happy holidays

  • it's really simple.

    • create a menu - add some options like particles, explosions etc.. and add checkbox to that.
    • when selected - enable event group that controls particles, explosions or what not
    • when not selected - simply disable - therefore no particles/explosions/etc.

    ofc. you have to think this thoroughly. if you want texture quality and more, someone with more experience might answer, but i think you will have to preload/load all the defs (high, low, medium) and more stuff.. probably memory consuming.

  • let's imagine we are trying to create a diabloish game. 2D RPG, hack 'n' slash.

    the perspective would be the same, and game would be for PC, but i have a question:

    is it possible with construct ? how many layers? how much vram/ram? how many people would be needed to replicate such a game in a short period (half year +) of time? (by replication i mean to copy most of the features, not whole 4 acts, just like 1 act maybe).

  • hi,

    i have searched forum for a thread where people could post their suggestions / what they would like to see in construct. i haven't found one, but i'd like to give a few examples that i think could shorted people's troubles, mostly with sprites.

    in image editor - when you have a sprite with more frames, there's a couple of things that could be improved:

    1. guessing polygon shape should be also extended to use on full animation (all frames), like resize or crop

    2. imagepoints - when adding imagepoint it adds one on current frame. if you use apply to all - then it applys it to whole. but if i delete a point that is applied to whole animation - it doesn't delete it from whole animation, there should be a shortcut to delete the ones that were made with "apply to whole animation". same goes for rename. if you accidentally apply to whole "imagepoint 1", and rename it to "cannonPoint", or anything else, it doesn't apply to whole animation - all imagepoints. that would be a nice feature to have them all rename, instead opening each frame to rename / delete.

    if i find some more, i'll post. if there is already a post about it, i'm sorry, i couldn't find it, so just erase or move my post.

  • but why on an invisible sprite? i can use boats sprite, no?

  • Kyatric - i will try that. i used to do it with instance variable like littleStain said it, but it seemed overly complex for that. about the keyboard - i know that i need that object, and i've created a "main menu", where you can bind keys as you like

    LittleStain - i think i will use kyatric's method for that. but i have a question for shooting. i mean, firing point. why do you think i should use another inivisible sprite? couldn't i use imagepoints on the same boat sprite, and rotate it with boat? though i have tried something like that before, but i think that point doesn't move as boat does. example: default like on image - if i put on top of the boat iamgepoint, it will fire from it's nose, if i rotate.. let's say 45° left, it will fire from under the ship, because point moves wierd and boat gets longer from rotating.

    also, if i rotate 1 sprite without animation, it looks wierd, like upside down boat: here you go:

    i.imgur.com/EmKWZ4a.png

  • hello all.

    i have a game that uses 3D to 2D images, and now i have a question. how do i animate 360 rotating?

    here's an image of what i got:

    i.imgur.com/XCuhGyF.png

    now, that boat has one animation and that animation is every corner od 360°. Animation is disabled by default and current frame is set to 270 (of 360), so the boat is facing up. now when i press "a" or "d" i want the boat to rotate - > changing frames, not playing animation, while i hold the key.

    is there any way to do this easier? possibly without 360 frame animation? i could cut down to 96 frames 4x24 for each quadrant, but still a lot of work to do. i also would have to set on each frame a "firing point" and more...

  • try using asm engine. also try to reduce physics count of objects. use rotation / flipping / cloning to maximize minimum amount of objects that use physics.

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saiyadjin

Member since 19 Jul, 2014

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