christina's Forum Posts

  • Yeah, all graphics and animation are mine. A year and a half of work!

  • retrodude tx so much, I've only tried some of those. As always, if Kotaku or Rock Paper Shotgun don't feature an indie game, it's very hard to make it work!

  • <img src="https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-frc3/1417603_751086154905121_502072932_o.png" border="0">

    You guys hi. I haven't been around lately because of this huge project I've been working on with my tiny team.

    It's a turn-based strategy game called PAWS (Prime Alien Watch Squad) and it's basically an indie XCOM with teddy bears. We're already a Kickstarter Staff Pick, but we're so new to promoting our game that funding isn't going well.

    If you'd like to contribute, our kickstarter page is right here:

    PAWS KICKSTARTER

    Thank you so much,

    Christina

  • thehorseman007 thank you for your kind words. Yes, it's my game, a very early stage of it at least

  • It's very frustrating. It forgets window position every time I open a new palette. Closing Construct all the way doesn't help, it's already forgotten the moment I've clicked on a different palette (e.g. from color palette to bounding box). All palettes appear dead center now

  • Doesn't fix it. Thank you so much though

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  • Paradox it totally fixed the sliders! Thank you!

    The start position of each panel is still right above the drawing. Shouldn't it remember the last position or at least be out of the way?

  • Does anyone else get this?

    Whenever I open the Image Editor in Construct 2, two annoying things happen:

    <img src="https://dl.dropboxusercontent.com/u/28087823/Construct%20Examples/recursionBug/annoying%20panel.jpg" border="0" />

    1. every palette I open (image hotspot, color palette and bounding box), appears right on top of my image, so I have to move it out of the way before I can draw anything

    2. the color palette is missing its sliders

    Ashley is this a known glitch? I'm using the latest drivers for my card, on Windows 7. Both the latest beta and the latest stable release do this, so it might be my system, but what on my system?

  • you're welcome! We learn stuff from helping; the organization of your CAPX for one. Flawless! I'm stealing it :)

    You should still use multiples of 16, it's good practice, and from what I've read it's good memory-wise.

    The stitches didn't disappear because of the odd height number. My guess is, the engine is trying to wrap half a pixel from the top into the space that is half a pixel from the bottom. By taking away that pixel, it has nowhere to draw the wrap-around bit.

  • OK, what gives??

    Vertical jittering can't be fixed even if I set the player sprite bounding box to an odd number.

    Ashley could this be a candidate for a bug report? Is there no way to have smooth vertical scrolling at this resolution, when pixel rounding is on? Why does Construct2 treat horizontal and vertical scrolling differently?

    However, if you turn pixel rounding off (which makes for smooth scrolling), you can get rid of the seams by making the Height of your tiles 15 instead of 16 in the level editor (not in the sprite editor). That way you are forcing the renderer to ignore a whole pixel, and since the problem seam is less than a whole pixel, you solve it.

    Again, this is something that, ideally, shouldn't be happening

  • May I say how amazing your graphics are?

    Also: CAPX

    have a look. I fixed the horizontal problem by shaving 1 pixel off EACH side of the Player.boundingBox

    I also moved the image point by one pixel vertically, seems to have solved some of the vertical jiggling.

    I suspect you need to play with odd and even numbers in your dimensions and image point positions.

    Also, it might help to pin your accessories to the player sprite, instead of setting their position. But even then, you need to find what numbers play well with Construct's engine. Remember, if you force Construct to divide a pixel in half, it's going to have trouble deciding which half, which I suspect is the cause of the jitter.

    A 1x1 pixel player sprite might work, but then you need a new "player" sprite for collisions and the like.

    Let me know if this helps.

  • keepee solved this very elegantly here

  • Oh newt and if you add a

    Mouse

    On left button Released

    • canvas: begin path

    it even stops drawing when you don't want it to

    capx

  • newt, because you ROCK

    also, this

  • Hm I was mistaken, I can't make it work using loops.

    Anyone know how to make the canvas "draw point" draw smoother lines? Maybe even control the smoothness of those lines (i.e. how close the points are together)