BattleJenkins's Forum Posts

  • Hello, everyone! It's me, Tim!

    I've been working pretty hard these last few months, and I'm finally ready to show off what I've been working on! Behold: http://rena.battlestudio.com - Grapple Force Rena!

    It's a 2D action platformer, made in the style of Genesis-era 16 bit games. You control Rena, a brave young girl with mysterious magic bracelets that let her shoot out magical "grapple beams", letting her grab and swing across any surface or grab and throw her enemies!

    This is a kind of unique project, made possible entirely by HTML5 and Construct 2 - when I say it's a "serial web game", I mean it's something like a webcomic, which is constantly updated with new content - but a game! Each page on the website has one course of the game playable, complete with story segments! Over time, more and more of the story will be revealed - at least one new course every 2 weeks!

    I've learned a lot while making this game, and I still have much to learn as I push forward with the game's unique format - I hope I can share what I've learned with all of you in the future! Thank you so much for your attention!

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Solved! By me!

    It turns out you can use the "replace" function to replace a character with a line break! So instead of calling the instance variable directly, like I was:

    Self.Line1

    I called this instead:

    replace(Self.Line1, "|", newline)

    Now any time I type a |, I get a line break! So easy!

  • Is it possible to include a line break in an object's text instance variable? My game includes a text box with appearing "typewriter" text, but words don't wrap until they're long enough to breach the edge of the text box, which can be jarring. I attempted to solve this problem by manually putting in line breaks before these words, but I haven't found a good way to do so.

    I'm using instance variables to feed the text box from NPC objects - the NPC contains all of the text that the text box will use for the dialog, and each NPC can have different text, even though they're technically the same object.

    I tried adding " & newline & " to the strings themselves, but that proved fruitless.

    Does anyone have a solution to this problem?

  • I've tried just about everything to get it to display correctly.

    I'm just going to deal with it for now; with any luck, it won't be too long before I'm able to get a more recent system to develop on. It hasn't been a problem so far (other than being kind of irritating) - if this isn't an easy fix and nobody else is having the problem, I'm not sure how much there is to be done!

  • If details on my system help, I'm using integrated Intel HD 3000 graphics on a laptop running Windows 8.1.

  • Let me ask you. this happen too when you create a new project or just the one you are working on? Maybe you have apply a Blur effects on the layout?

    This happens on all of my projects. There are no effects on the layout at all, otherwise I'd see them at runtime.

    It looks like you are using sprites a few pixels in size and scaling them up to be big rectangles. The editor has always done that when stretching that much.

    It doesn't hurt anything it's only in the editor.

    I used to scale a single pixel up to color the background before we had that option, and you could barely even see it, it blurred so much. If you need to have more clarity in the editor, use bigger sprites.

    Like I said before, these sprites are displayed at the correct size; they're just blurry. None of the sprites are scaled up.

    <img src="http://s17.postimg.org/bn0sv4kan/Blurry_Editor2.png" border="0" />

  • Any attempts to update my graphics driver tell me that they're up to date already; I just tried again to no avail. I believe they're up to date.

    The project uses point sampling, with sprites at the "pixel art" level of size (the main character is between 32 and 64 pixels tall). The project resolution is 640 by 360. The sprites are displayed at their native resolution and are not resized.

  • Forgive me if this has been covered already, but I have a kind of annoying problem that I haven't been able to work out. Basically, all the sprites in my layout editor appear super blurry.

    <img src="http://s27.postimg.org/8wd4gd35v/Blurry_Editor.png" border="0" />

    This is at 1:1 scale, for the record.

    I'm not sure what causes this or how to fix it - the sprites appear just fine at runtime, as well as in the image editor, but in the layout editor, they all appear blurred out like this.

    Is there some way of fixing this, or is this a weird problem specific to my setup somehow?

  • Hello, all! This is my first time posting here asking for help, and I do hope that I'm able to adequately explain my dilemma.

    I've had a game idea kicking around in my head for a while for a platformer game that mainly centers around the use of a "grappling hook" that can affix to any surface, allowing the player to swing around and traverse the landscape. The idea was that the length of the "rope" binding the player to the grappling hook would be set when the anchor hits the wall, and exceeding that length would cause the player to swing.

    I tried creating a distance joint, which allowed for smooth swinging, but behaved unrealistically when the player was above the anchor point, as the bond was supposed to be more reminiscent of a rope than a rigid pole - when firing the grappling hook at the ground, the player should simply fall towards it as normal.

    Next, I tried rigging a "bungee" style system, where the physics would create a force pushing the player towards the anchor when exceeding the bond's length. Unfortunately, while this behaved more accurately for a "rope" style bond, it created erratic swinging patterns that were difficult to control.

    Ultimately, I created a "hybrid" system, where the bond behaves as a distance joint when the player is below the anchor, and a "bungee" bond when the player is above the anchor. Ultimately it worked out pretty well.

    dropbox.com/s/g3bx5iuu1elax3a/GrappleTest.capx

    Here's the testing engine I put together, with some really basic rudimentary controls. A and D move the player left and right, W "jumps", and clicking and holding the mouse button binds the player to the green "anchor" square, allowing them to swing around. While swinging, A and D create slight left and right momentum.

    Now, here's the problem - part of the controls I want for this game include shortening and lengthening the bond while swinging, so that you can grapple ceilings and high walls and then pull yourself up, or safely rappel down into pits. Unfortunately, there doesn't seem to be a way to smoothly lengthen and shorten a distance bond, while keeping the "swinging" motion intact.

    Does anyone have any suggestions? I'm also open to discarding the system I've rigged in favor of another one that would accurately exhibit the behavior I described.

    Thanks in advance for your help!