abho's Forum Posts

  • I have a retro (auto pixellated project) template and I have a sprite with the warp effect attached. It worked correctly, with the sprite still being pixellated while it warps. For some reason however that changed and now the sprite is appearing smoothly warping and without being pixellated. How do I fix this? (I did change some fullscreen scaling settings and other stuff, but I don't think it made a difference)

  • I have multiple tilemaps and arrays that I want to fit into one file as JSON. I know how to append them together, but how do I read each individual set of data when I want to load these tilemaps?

    Is it possible to use tokenat to accomplish this? (Since all JSON can be stored as strings)

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • You do not have permission to view this post

  • I want to separate the RGB channels on-screen and offset each to create a glitch effect. Is there any plugins or easy ways to do this?

  • Works! Had to do some tweaks but did the job, thanks!

  • Basically my character uses these tilemaps (8x8) to climb. I created a system that would make them move along with the tilemap when holding shift and the ability to climb around it as well. When I used the player col box to test which tilemap they were over, and it picked up multiple tms, it would duplicate my player for some reason. imgur.com/gfxe3Sg So I decided to use just image point, which stopped duping but then made the player completely stop when they reached a corner of the tilemap, making them unmovable. Now I want to pick tms using just which one is closest and if it's overlapping

  • This fixes my problem but creates new ones. I want to take a different approach. Is it possible to only pick the tilemap closest to the player?

  • I want to test if my player is above a tile, but I can't have it catching multiple tilemaps (because I have tilemaps next to each other but not overlapping). So I want to use just the position of the player's origin.

  • gph.is/g/EqRkNdr

    objects will move on the line shown with orange

  • Assuming the black circle is the center of the gray circle...

    Is it possible to create sine patterns based on the position of the red circles so that they move back and forth, indicated by the orange line? (automatically done ofc)

    Any formulas or loop tricks will do :D

  • You do not have permission to view this post

  • I want some objects to be smooth, while others will be pixellated (for things like camera movement)

  • I didn't select a retro styled template for this project. I want to make my game cleanly pixellated (including rotating objects).

    I enabled pixel rounding with an event, and it rounds the objects' positions but it doesn't pixellate anything. The pixellate effect does not work for rotating objects.

    Is there an option to do this?

    (this is the result I want - done in a retro styled template)

  • Never mind, I just realized the event can't return a value if there is no objects with opacity 100. I'll add an else statement for 0.

  • Actually, there's a new problem. For some reason, when there is no objects with an opacity of 100, it just returns 1. It does the same when there is one object with 100 opacity.