deadeye's Forum Posts

  • Okay, well when you get a chance, be sure to

    upload your .cap so someone can take a look.

    And getting fed up is what beta versions are all about, man. That's how betas become one-point-ohs. Instead of soil and sunlight, they need your tears and frustration in order to bloom.

  • There is a "Mouse" behavior that you can put on the box that will automatically set it to the cursor position.

    But aside from that, what else are you trying to do with the box? Are there any other behaviors on it? Are there any events that conflict with your always event? Did you do something silly like put the code in a separate event sheet, then forget to include the event sheet in your layout events (I do this all the time)?

    Barring any of those kinds of things, just upload your .cap so someone can take a look.

  • <img src="http://i19.photobucket.com/albums/b161/buddy40/shift.png">

    On fullscreen.

    This is a major problem. How are people going to do tile-based games if half the computers they run on mess up the tiles? I thought for sure it was a scaling issue before, obviously it's worse than that.

    Ahh, this refuses to load. Monitor does not support such a low resolution without emulation.

    Yeah, that's why I went with the scaled-up version initially. A lot of people can't do 320x240 fullscreen. But since there's no fullscreen toggle anyway, I'll be releasing the final version as windowed only.

    Oh well. I have 26 hours before the deadline. I've had to spend half the day with my girlfriend's family for Easter, so that's eight hours down the drain. If I'm going to get this done at all, I have to stop worrying about the screen glitch. And make a big pot of coffee.

  • No! Not fullscreen! It's not working for me

    Can you post a new verision that starts with windowed mode, and an option in the menu to make it fullscreen?

    Nope. Construct limitations. There's no switching to fullscreen at runtime.

    But just for you, here's a windowed version with sound:

    http://www.mediafire.com/?1cnmfzxjzoy

  • Okay, here's a fullscreen 320x240 version:

    http://www.mediafire.com/?jouy2n31djy

    In other words, not scaled up. If everyone who had glitches on the previous version could try this one out, I'd appreciate it. That is, if your monitor can support it.

    Oh, and I remembered the sound this time

    And thanks for your help, everyone. I appreciate it.

  • [bug] When i try to change the background to a custom colour in the layout properties panel it says "an unsupported operation was attempted".

    Confirmed. I get this too.

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  • Per request, my screen resolution is 1280x960 at 85Hz!

    Thank you, but I think I might have been a little premature in asking for it. I'm not so sure now that that has anything to do with it.

    At any rate, tested at 1280x960 and no dice. Still looks fine for me. Though my screen is now all skinny.

    Edit:

    You know what I just realized? I forgot to zip up the folder with the sound effects in it and include it in the download.

    Anyway, yeah. There's sound. I guess you'll have to trust me on that one.

  • I lol'd so hard at the title screen!

    Awesome gameplay, too!

    Hey, thanks Any glitchiness? And what's your graphics card?

    Anyway, I've gone through all the display settings I can think of, including changing my screen resolution, dpi, dialing down my hardware acceleration, changing my refresh rate, turning off "write combining" (whatever that is), and I don't know what else. I can't recreate the glitch.

    Someone over at TIGSource offered up this idea when I mentioned that it might be due to scaling a 320x240 screen up to 640x480:

    [quote:3jdf7oyx]

    Rounding error, maybe? I couldn't really say, but it sounds like some kind of numerical stability issue.

    I don't know what that means, but maybe it'll help, Ash?

  • Great

    So that's what? 50% of people now?

    No glitches:

    • Me, GeForce4 MX 440
    • Doppel, Radeon x1600
    • The Cap'n, ???

    Glitches:

    • Vrav, 7900GT
    • DarkKiller, ???
    • Jewen, GMA950

    DarkKiller and Captain, could you post your card type?

    Also, could everyone post what their screen resolution is set at? Mine's 1152x864. When I was getting the tiled background glitches in that one thread I posted, it got worse when I changed to the app to fullscreen resolution of 640x480. Maybe it's just something as simple as changing screen resolution.

  • I'm going to write a Wiki article on Timedeltas soon, because it's important.

    I look forward to it.

    'FPS in caption' is a quick way to see your tickrate...

    I was about to tear my hair out and yell "YEAH, GREAT, BUT WHERE IS IT?!?" when suddenly, there it was. I have never seen that checkbox before today. For some reason my eyes just glaze right over it.

    And yeah, it's still about 60. Though I get 350 on unlimited, and it's so fast the hammer animation doesn't even finish so I can't smash anything. Kinda funny, though.

  • That is an EXCELLENT article and parent site, there. I'll be adding that to my daily bookmarks.

    There's a good article on blob physics on there too. (And it's reproducible in Construct )

  • It stays around 60 when I run the debugger. I don't know how to tell otherwise.

  • Everything fine here. Nice work!

    Oh, by the way, you compose also?

    Eh, not really. I just mess around with Fruity Loops a bit.

    EDIT: I didn't notice it before, but I'm getting the jumpy pixels also (when scrolling)!

    EDIT2: Having a further look, I think I can explain the issue. The tiled background, the one that is going 'outside' the frame shakes, and any sprite it overlaps will 'shake' also. It is quite hard to explain the phenomen, but that is how I see the bug.

    ARGH

    I really don't know what to do about it. If I use sprites instead of a tiled background, then when it scrolls you can see the seam between each one.

    Maybe it's just because it's a really big image? It does take up the whole screen vertically.

  • Attacking while jumping hurts both the enemy and the sprite.

    I know what you mean, this mainly has to do with how the hammer colliders are set up. It's being tweaked.

    Movement feels almost imperceptibly off somehow. As if it's a whole frame or two out of sync with my key presses. This causes issues when jumping close the the edges of platforms, often ignoring the jump while the character is still a good two pixels before falling.

    The phenomenon you're experiencing is known (rather wordily) as "ambiguity due to imperceptible state changes." Which basically means exactly what you're describing. There's an article describing the phenomenon on Cowboy Programming:

    http://cowboyprogramming.com/2007/01/02 ... g-buttons/

    I think changing the player's max speed and slowing the acceleration slightly will help it out a bit. I might put in a 1 tick grace period for jumping off of platforms if it's still a problem.

    Due to instant acceleration of the movement, small adjustments to the player's position are impossible.

    I know, as I said the speed and such is being tweaked.

    As previously mentioned, custom controls should be a priority as soon as Construct allows for it. What I've done in the past, however, is use INI files to reference custom control schemes back in MMF. Don't know if it's possible with Construct.

    I'm not aware of any good method. Custom controls are on Ashley's to-do list though.

    --

    What I like..

    Graphics are tight, colorful, and fun to interact with.

    Lego platforms work perfectly for me.

    Solid, locked frame rate, even on this p.o.s. laptop.

    EDIT: Particle effects are very cool, too.

    Thanks

    I cannot reproduce the bugs Vrav pointed out, no matter how hard I try.

    In many indie games I try, there is some odd visual bug no one else receives. Perhaps the card is shot. Or, like... from another planet.

    Okay, I'm beginning to relax a little now. It's starting to look like you just have a "special" computer, Vrav. Hopefully that's the case. Still sucks that it's buggy for you, though.

    I'll just go forward with what I have now. I'm on a deadline! Monday at Midnight! Ugh, I still have to make music

    If anyone else wants to, feel free to post your results on the graphics glitch problem.

  • Well that's partially good news. Maybe this needs further testing after all.

    Looks like I'm going to open this up to everyone...

    http://www.mediafire.com/?jusg09yhytm

    Controls:

    X to jump

    Down & X to jump down off of a lego platform

    C to swing your hammer

    The lego platforms are jump-throughable

    Everybody keep in mind that this is just a test level in an unfinished state, so there's a lot of stuff missing (some sounds, some sprites, the "About" screen, etc.). At this point I'm just worried about the graphic glitches that Vrav mentioned.

    Anything else, like collisions, player speed, and sound volume and such, is being tweaked.