Tokinsom's Recent Forum Activity

  • I think what you're trying to do is..

    (Sprite 1) collides with (Sprite 2) - Go to a layout

    Sorry if I'm wrong but I'm having a difficult time understanding your post.. I'm sure if you have a look at the event editor you can figure it out. Otherwise, yeah check out the tutorials.

  • I'd like to STRESS that 2D games in general are NOT made out of a single huge picture, as 3D games are not a single hulking 3D model.

    Please. Research.

    Er. Yeah, but when you've got 200+ tiles, a massive interconnecting world, and a drag and drop level editor, you tend to use other programs to build your areas - then import them as images

  • Ah so it's only to prevent padding..Well damn, I guess I'll have to stick to ROJOhound's VRAM memory management technique. I fear my finished map will easily be over 100mb

  • So I've been reading that instead of importing giant images for a level, you should cut them into small pow 2 size pieces and put them together - to save VRAM.

    Well I used Construct's "Import Tiles" to cut up a giant image into small 256x256 frames, then copy/pasted it and used the "Start Frame" feature to select which pieces to use.

    I thought this would save me a ton of VRAM, but it's exactly the same as importing the whole image as one piece.

    Have I misinterpreted this technique?

  • Can you please fix add/remove attribute? It's an extremely useful feature that hasn't worked for a long time.

  • A lot of people have asked for it. It just gets shot down everytime so I think they quit after a while XD

    But anyway. Yes, I imagine the new input plugin is more than enough for universal gamepad support and configuration. Haven't tried it myself yet, but judging by the examples it's very promising.

  • You could use the sinewave behavior instead, and in the dropdown menu change vertical to opacity.

  • Can't this be done with loops or events that already exist?

  • Hey, Linkman. Is there an equivalent to "force grid area?" That was a very useful feature.

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  • Best plugin ever. EVER. Thanks man!

  • You could try increasing the X and Y speed of the plasma. Can't really say without seeing what you're going for, though

  • So I've been making games for a long time but only recently have I come close to completing one. With that came something I'm not too familiar with - Save data.

    Back when I used MMF, arrays were the answer. Seemed simple enough. Collect item, set x,y on the array to a value, then save and load as needed. So I did that, and It worked like a charm..for the first 20 some things I wanted to record. Now it's getting cumbersome. My game has items, item locations, player location, area names, player stats, bosses killed/remaining, and a few other things that all need to be recorded. All of which I must memorize or write down the cell coordinates to.

    It's practical considering the small scale of my game, but what happens when I want to make an RPG or something? The amount of data that must be saved for a game like that is just too much to manually code, especially when each cell is referred to as x,y,z.

    I suppose INI files would make this a bit easier..but it's essentially the same thing, am I wrong? Also, unless you find a way to encrypt the INI file anyone can open it up and change what they will, provided the group or w/e is already there.

    I would just use the built in Save function, but then I feel limited by using it, and it messes with some of the plugins I use.

    So yeah. Your thoughts? How do you save your games?

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Tokinsom

Member since 6 Jun, 2010

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