deadeye's Recent Forum Activity

  • Hmm, yeah, it could be the Play Music action. You shouldn't have to use Play Music for a single, short sound effect.

    Try converting your .wma files to .wav, and add them as resources. Then use the Autoplay Resource action.

  • I'll be sure to czech this out later.

  • "On ____ Pressed" is a trigger. It happens in only one tick. You can't invert a trigger, it makes no logical sense.

    It's like saying "NOT Trigger once"

    Try "NOT ____ is Down" instead of "NOT On ____ Pressed"

  • This seems pretty solid:

    http://files.getdropbox.com/u/529356/move%202.cap

    Things I changed:

    • You only need one face object, hehe (my bad)
    • The whole control retrieval structure
    • Control presses and face directions both populate a variable
    • Animation is decided on the value of both variables

    Other things I changed that aren't as important:

    • You don't need to set the collision mode for objects every tick (or at all... you can do that in Properties in the layout) (actually that one is kind of important)
    • I didn't see any need to change the speed of the 8Dir object so I removed those events, they have nothing to do with animation, you can set the max speed in a separate group of events. As for walking/running animations... well, recreate the walking animation section and change it for running. Put all the walking and all the running animations into separate groups, and activate/deactivate the proper group as needed. That would probably be the easiest way.
    • Arrows to WASD
    • "Key is down" conditions to "Control is down"
  • You only need one sound object.

    What do your sound events look like?

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  • Edit:

    I did have a post here but I realized after I posted it that it would be buggy, so never mind.

    I'll take a look at your .cap later... it's past my bedtime

  • You and your primitive eyes and fingers.

    I just listen for the tiny pitch shift when a transistor switches in the CPU, and flex my mind to reroute the electrons. Locomotion, pff. Your biology sickens me.

  • Aw, don't be bashful. We were just joshing you. It's all in good fun

    And your game's coming along well so far. Carry on!

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  • And looks like a lokijki game. If it weren't for the fact that I can actually see the sprites

    And those gravity changing arrows kind of remind me of something else...

    ... hmm, nope can't think what it might be

    Anyway, nice job so far . I'm assuming there's only one level? I get to the llama and it just stops.

  • When previewing games in fullscreen, you come back to the desktop and the Contruct IDE window has been shrunk down to whatever resolution your game was running at.

    Happens to me every time. I thought it was common knowledge.

  • Loading frame by frame just like sprite animation, so we basically need to split the mesh animation into single frames.

    Don't game model files generally have their animation stored in them already? Why would you need to import frames?

    Anyway, just to clarify, I didn't mean that there should be a modeling/animation window like the Image Editor for sprites. Importing completed models would be all that's necessary, there are plenty of 3D packages out there for modeling and animation.

    Again, if someone were to ever make a plugin

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deadeye

Member since 11 Nov, 2007

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