Burvey's Forum Posts

  • There is a mirror function. Just press the M button. It's a very useful program, you just need to learn how to use it correctly.

  • Seems much better now.

  • I think it plays better now. I don't think it would hurt to decrease the acceleration a tiny bit (maybe somewhere between where you had it before and now) if you wanted to. Did you increase the players max speed as well? It seems like he was running faster. Anyways, with the new tweaks I think it plays a bit better.

    I did run into a glitch where while jumping and pressing to the right, I came in contact with a locked door and the player became stuck in the door and the players animation keep looping. I was able to get him unstuck after about 10 seconds of pressing the left and right buttons repeatedly. I tried to recreate the glitch again after breaking loose but I wasn't able to.

  • I've been working on trying to make some pseudo 3d boxes/cubes etc. Having a rhombus or parallelogram shape and a trapezoid shape would do wonders! I tried making them with the triangles but they just wont match up correctly. I was able to come up with an open treasure chest that I think is pretty darn cool though.

    [attachment=2:1u1b21b9][/attachment:1u1b21b9]

    [attachment=1:1u1b21b9][/attachment:1u1b21b9]

    Also, Somebody You may already know this as well but I came across another bug. Opacity levels aren't being exported with the png files.

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  • Savvy001 yep, I completely agree with you, and since I have found out that control D duplicates things have been a breeze in that regard.

  • This is what got me hooked on Construct 2. I learned a TON and actually started with nothing and ended with a full working game in a couple hours. I always recommend this as a place to start for people wanting to learn the program.

    https://www.scirra.com/tutorials/313/cl ... kout-video

  • This isn't necessarily a feature request but just throwing an idea out there. It would be really cool if we could load in an image either at the bottom of the order with the grid or an opaque version on top that we could use as a guide in "Stuff Generation". For example, I can take my sketches and scan them into the computer, load them up in StuffGen and be able to use it right on the screen as a guide to which shapes to use.

    Also, I want to second what TiAm said above about StuffGen being an insanely helpful tool!

  • Right here, it is just about accomplishing this specific level. If its not annoying and too hard, the rest will be fine...

    That's the problem though, the jumping is annoying and really takes away from the gameplay, which is a shame because the game itself looks like it would be very good. It's something that I would play for sure. The look and music/sounds are great. The fun level just takes a big hit when the character won't move as expected. I think maybe it would be ok as is if you removed the death mechanics and just made it pure puzzle based. Or maybe make it so that the character gets injured a little when he touches fire rather then dieing in one hit. If not then I really think that the movement needs to be tweaked. Now with all that being said, it is YOUR game and you have the right to make it however you want. If the movement and everything is how you like it and how you want it then I say go for it how it is. It's your creation after all.

  • A few more things.

    First, I restarted and since then I haven't been able to reproduce the z order not changing on first click thing. Maybe that was just a glitch?

    Second, I accidentally pressed control r (which I'm guessing is reset?) rather then control y when I wanted to do a redo. After the reset I wasn't about to use control z or anything to get the project back. Maybe do an autosave before completing the reset or a confirm reset dialogue or something?

    Third, have you added the option to add the black outline around the sets of parts like you did in that robot post a while back?

  • Nice! I've been waiting to get my hands on this. Here are some observations right off the back. First, it looks much better now then before. The grid is much better this way as are the guide points. I like how the zoom works and for me the not being centered thing isn't a big deal (at least not yet). Here are some issues that I've come across so far. I'm sure you're aware of some of them already.

    • I'm still getting the distorted hue issue in the purple range.
    • When I try to change the z order one at a time, I have to press the t or b button twice the first time before the objects will start moving.
    • Importing your interceptorx.sgen file causes a bunch of catastrophic issues. The buttons don't work as expected anymore. For example, pressing S will attempt to download a file rather then moving the objects. Basically I think that for some reason the program thinks that the control key is pressed when it's not.
    • Using the control keys is a bit awkward after not using them for so long. Maybe it's something that I just need to get used to. I understand that you're trying to make it more universal so new users will know the keys right away. It just makes things slightly harder to do then before. For example to copy and mirror an object before was very quick as I could just press c, m and I was done. Now I have to press control c, control v, and m. Like I said, not a huge issue and I'm sure it's something I'll get used to.
    • This may not be an issue at all once your pallet option is introduced, but it might be a good idea to make your color swatches smaller and add them into the same area with the menu. That would make the workspace a bit bigger.
    • Also, since there are buttons next to the text parts in the menu, I was expecting a mouse click on them to activate, but they don't seem to. I have to do the keyboard shortcut even though it seems like if I were to click on it the operation should be completed.

    Overall great update. I'll be playing around with it and let you know if anything else pops up.

  • Save your tmx file in tiled, then drag and drop the file into your construct 2 layout.

  • I can't make a capx for you right now but maybe something like

    On touch end

    if item is overlapping target

    > Create item (at location where you want it)

  • Right click on the family name and click edit.

  • This may not be your issue but it's worth checking. From the manual:

    "Seamless mode

    Use a rendering mode that prevents seams appearing between tiles, but also disables some tilemap optimisations which could reduce performance. Turning Seamless mode off can improve performance, but may show seams if the following project properties are not as follows: Letterbox integer scale fullscreen mode, Point sampling, and Pixel rounding on."

  • You can check their Y coordinates are equal and use that condition along with on collision. Same with X if you want them to stack.