CrispyYoshi's Forum Posts

  • Would someone post a mirror for this plugin? I really need something like this.

    Sure!

    Download Link: ge.tt/6YaesgS/v/0

    Mirror 1: box.com/s/anncjr7zoo207xxrq0dv

    Mirror 2: kiwi6.com/file/h1hsm8k80z

    Mirror 3: dl.dropbox.com/u/28007574/ConstructClassic/SpriteFont.zip

  • Hi, I'm very curious in this fullscreen tutorial. You don't still have the .cap, do you?

  • Anyone know of a great method to increase the screen resolution without zooming in the camera? Apparently doing that forces my game to re-render all of the objects to a new size.

    I heard a Canvas could be manipulated to re-size the screen at runtime, but I have no idea how to do that. Anyone know of a good solution? My game's res is 256x224, and I'd like to give the option to go as large as 3x the size, and also a fullscreen option.

  • Looking really awesome, and I'm sure your daughter's happy you're making this game. More specifically, the graphics were done really nicely (I love the scanline filter effect you did!), though I'm not much of a fan of the music/sound effect choices. I'm not a big fan of the hazy effect going on in the graveyard/first level. It was rather nauseating, and made it difficult to tell what was going on. Also, are you using a tile-based engine? That would probably help the game perform better (my computer's fan started acting up when I ran the game!).

    <img src="http://morphcat.de/blog/img/0008-1.gif" border="0" />

    ^It deletes the tiles that the player never sees, making the game run faster overall.

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  • Specifically for pixel art, huh?

    pyxeledit.com

    humanbalance.net/gale/us

    Those are the only two I recommend. Not to mention, they are free and specifically made for pixel art animations. Both support transparency, palette swapping, a 1x viewing window, and GIF exporting. Tilemapping is supported in PyxelEdit.

  • I am interested as well, as I also stick to authentic limitations (I work on actual hardware formats sometimes, too!).

    Feel free to e-mail me at crispyyoshi (at) gmail.com, I check it daily!

  • I can't seem to get layering to work correctly with the Text Object. Am I doing something wrong? It keeps overlapping over the screen border object I created, and it just looks funky.

  • I had a Derpy moment:

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Cannot add triggered condition to block with a trigger-incompatible

    Condition: !HasAnyTriggerIncompatible() || !condition_->IsTrigger()

    File: Projects\EventBlock.cpp

    Line: 32

    Function: void __cdecl EventBlock::AddCondition(class std::unique_ptr<class EventCondition,struct std::default_delete<class EventCondition> >)

    Build: release 79.4 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort   Retry   Ignore   

    ---------------------------

  • I feel like I'm misunderstanding the uses of Canvas. From what I can tell, Canvas takes everything under it and changes it into a large image? If it takes all of the tiles and merges them into a large image, how is it supposed to interact with my player properly?

  • Every so often update the map, delete objects that aren't in view of the camera/player. Have the view be a little larger than what you will actually display on screen.

    That's exactly what I'm trying to do. It should take at least two rooms before it's allowed to respawn through, and having a unique variable for every single room could get horrendous. I just can't find the right time to update the screens without both making it subtle and without deleting nearby enemies so they respawn quicker than they should.

    Again, my current idea is to generate the rooms up/down/left/right from the current screen, and not create the room you came from. The problem with this method is that if you backtrack, the rooms adjacent to you will respawn anyways.

    Oh and if it helps, I'll restate it again. It's a Zelda-esque scrolling engine.

    EDIT: Ah nevermind. I just figured out I can just set a second variable that ignores the creation code for each individual room if the room you came from is equal to the room you're going to.

  • word of advice: you better use the canvas plugin too, 'cause your game will cry for fps when you'll spawn a whole lot of level tiles. you should make a special object travel the layout to draw the missing part by displaying the proper image and pasting it on the canvas.

    I'm not sure if I will be able to utilize that method, because the objects I'm creating are actually supposed to interact with the player. These aren't just obstacles like spikes and solid walls, either. I planned on inserting enemy objects too.

    If it helps, I originally planned to set up the first room and the 4 rooms adjacent to it within the layout itself. Anything after that would render the rooms around the one you're in, skipping the one you came from. 3 rooms total are being rendered at the same time.

    And now I'm stuck with another problem. If I move one screen vertically and then one screen horizontally, I would theoretically end up having overlaying issues. I also don't want to delete the objects until I'm at least 2 screens vertically and/or horizontally from it. I wonder if there are methods of working around this, because I think I may be at a loss with this TileMap idea.. :(

  • So I'm trying to create a 48x48 TileMap engine for this Zelda fangame I'm working on. I would create a large string of data like "00,01,00,05,02,03,..." to indicate what kind of tile is being generated from the relative map coordinates that my player is in, from left to right. (e.g. I am in 1,1 and I move left one screen. Now I'm in 0,1)

    I am trying to generate the rooms (up/down/left/right, or if possible all 8 screens within the room range) to my player's relative map coordinates, so the person playing won't see the levels being generated. Very similar to this:

    <img src="http://morphcat.de/blog/img/0008-1.gif" border="0" />

    .... except it generates only the rooms around the player.

    I also wanted to delete the rooms that are too far away, so that the game runs at a constant speed.

    I found out that I can manually edit the c2runtime.js so that it can load my AJAX links from the current directory "./" (by the way, is it possible to load a page named after a variable?). I can use that to load a CSV and store information as variables.

    Each room is 9x8 tiles large (48x48 tiles), and I want to define a 2-digit number to indicate what each tile is.

    Now here's the problem. I am not sure exactly how I would go about breaking each piece of the huge CSV string and store them into separate variables and continue to do so until I hit a specific amount of characters. I've tried storing the entire thing as a huge variable, but that didn't work as well as I'd hoped...

    Does anyone here happen to know how to break up the huge CSV data string and store it into separate variables?

  • Is it possible to attempt to read a file from a directory within the game's directory?

    If not, is there any specific way I can read data from an external file and at the same time be able to run it successfully while previewing it in C2?

  • Hi, I tried to animate a 16x16 sprite object via the animation tool, and for whatever reason, the first frame always seems to be displaced far to the left and far higher than the standard position. I ran it in debug mode and for some reason the X and Y positions never changed. Is this a Construct Classic bug I'm unaware of or something? This is a very strange dilemma...

  • A little quick question I'd like to ask. Does disabling huge groups containing blocks of code make the game run faster? I want to ensure that this game runs as optimal as possible.