DatapawWolf's Forum Posts

  • chrisbrobs so I'm trying to figure out a way to scale and pixelate the basic noise shader. Right now I have a game with a very small resolution, and the shader doesn't seem to have a way to take that into account, so I'm trying to figure out a way how.

    I do have an example of what I'm trying to accomplish. This is a game that makes use of what seems to be just a random noise value on each scaled pixel: http://www.kongregate.com/games/scriptw ... pest-sleep

    Unfortunately the terminology of the shader eludes me, and I can't find any other shader that can also take scaling into account, so I'm just lost. Any tips? Would you be able to add an example?

    Edit: well... I did manage to find that line of math I see in the shader, so that's a step in the right direction: http://stackoverflow.com/questions/4200 ... s-for-glsl

  • Thank you both for your comments! I'm thinking of porting it to mobile. Not sure yet since I have other things to do, but I'm considering it.

  • [quote:2xljgva2]How you did the effects with the letters when you lose?

    o, it's a sprite font that both fades in and scales down from about 50 times it's normal size. I mathematically position each one before performing that graphical effect. ^-^

  • You will see more performance by utilizing other debug features, such as Watch and Profile. Inspect mode in the debugger always kills the framerate. You can also build in an FPS counter of your own, too, in "normal" play. And yeah, delta time is your friend in everything, like kerb linked.

  • Ninja Kunai Defense

    800 plays and counting!

    A defense-type arcade game where you charge a kunai throw to defend against an eternal onslaught of shuriken!

    Let me know what you think! I've had a lot of feedback so far and I've been tweaking the mechanics all day. I even recorded a short

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    playing it!

    How to play:

    Click to hold and charge your throw. Release it toward shuriken, but be careful of the angle you throw it at! All projectiles are affected by gravity. By hitting a shuriken for the first time, you will regain one shuriken throw. If you miss, or hit a shuriken that has been hit once, you will still not regain another! Time your throws effectively.

    v1.2 Changelist

    • Pressing R will now clear out the audio fade effect, and will not cause any other weird issues.
    • The background clouds now have at least a rudimentary scroll.
    • You can now change the volume of the audio and optionally mute the music.
    • Added a few more shuriken variants. Also, the floppy now has a reduced spawn chance.
  • A little screenshot from my new game Ninja Kunai Defense. Check it out! This is the rare floppy-shuriken. It's just a fun lil Easter egg.

  • A short GIF (video-like) of my new game Ninja Kunai Defense! Check it out!

  • Ninja Kunai Defense

    http://www.kongregate.com/games/Datapaw ... i-training

    Arcade Ninja Defense Game

    50-100 plays

  • Alright so I think this is actually related to a new bug. I have a setup where literally on clicking an object, I set the animation frame. The only thing that works is setting the animation frame to a previous frame. This is why I think it is unintended behavior and not just a function/limitation.

    But yeah, if the animation frame of my object = 1, I cannot set it to 2. But I can set it back to 0.

  • Hey! So I made a tutorial/analysis out of this example project, and I just wanted to share it in case other users stumble upon the need for their own ledge grab, climb, and hold! I'm considering going through a lot of Kyatric's examples and cleaning them up and attempting to explain the code inside.

    Ledge Grab and Hold - Community Example Analysis

    This way the *.capx files are also preserved on the Scirra website rather than any third party hosts!

  • Advanced Audio Fade Driver — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-game-templates/advanced-audio-fade-driver-2302

    <h3>Introduction</h3><div class="deshr"></div><p>The Advanced Audio Fade Driver is a template that contains function code and objects that can be exported into your game projects. With this template and fully-commented code, you can fade audio in and out, and crossfade between two tracks. The value of these audio fades lies in the ability to create smooth audio transitions that sound natural to the gamer's ear.</p><p>With the AAFD, you can take advantage of three different but standard types of fade effects: linear and taper (two different taper effects, one for sudden volume decrease and the other more gradual).</p><h3>Features include</h3><div class="deshr"></div>

    • Fade an audio track by tag either up or down in volume, optionally stopping the sound or allowing it to play at a reduced or increased volume
    • The ability to combine fade in and fade out in order to cross-fade two different audio tracks
    • Three types of mathematical fades that affect how the volume changes over time

    <h3>Please note</h3><div class="deshr"></div><p>This template uses a few objects that must be either be located by name or exported from the CapX template into your project. The arrays contain data used in over-time functions and must be located by name and have the same exact default properties.</p><p>For example purposes, button objects are used to show how events may call the fade function.</p>

    Use this topic to leave comments, ask questions and talk about Advanced Audio Fade Driver

  • ryanrybot I've done that in the past. With my current game the tilemap extends about 10 or more times the size of my layout so I'd rather not. I could ballpark every level as I create it, but I really just want to be able to keep my tilemaps small and not have to worry about this. Especially if I require some drastic change later.

    I've re-done an entire tilemap level before. That shit is not fun. It is infuriating.

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  • When resizing at development time, the tilemap always adds space to the right and bottom regardless of adding width to the left or right of the tilemap.

    This GIF illustrates the issue.

    I simply would like the tiles to shift right when resizing with the little selectors. That's it. Mapping in C2 would be a whole lot more pleasurable with this feature.

    And I know Tiled is preferred, but for quick edits I need to be able to use the editing features in Construct 2.

  • Callan S, sorry it's taken so long to get back to you. So you'd have to use the Magnet Link with something like uTorrent (http://www.utorrent.com/intl/en/downloads/win) because the only download available currently is through P2P. The magnet link is available here: http://dreade.com/nosoap/download.php

  • Just started looking into this behavior. IMO it's an important feature that should be optional in the Platform plugin but isn't! Maybe Ashley can add this in with future versions. For now I'll take a look at the js code, and if I can't disable it I'll just make a custom solution.