Discant's Forum Posts

  • 8 posts
  • My theory:

    The reason you are getting the jagged lines is because you have shrunk your animation down from within Construct 2 to a size of 41.25x107.327 from 195x396. Shrinking objects can reintroduce jaggies (or whatever the industry term is).

    Try placing another instance of your player_Image sprite somewhere, but keep it at its full 165x396 size. You should notice the lines are smooth.

    I tried playing around to see if keeping the dimensions as integers or keeping the ratio of the dimensions the same helped, but it didn't seem to.

    I would resize your animations within blender and redo the antialiasing there, then reimport them into construct without changing the size within the program.

  • One hackish solution would be to create an empty sprite and have it move towards the position you want to scroll to. Maybe give it a bullet behaviour. Set the camera to always scroll to this sprite. You can change scroll speed by altering the bullet speed.

  • Hey guys/gals!

    Let's make some games!

    Sounds good to me!

  • Would love to develop for the Ouya

  • Observed result:

    After scrolling down past 70% of the layout, the layout vanishes, but remains if i use the scroll arrows or the mouse wheel but further it is observed that the engine starts to force scrolling to the botom of the layout. This all happens when i click and hold the scroller and drag it up and down at the 30% of the layouts height on the botom.

       

    I ran into this same problem last night with a layout 100000px wide. The only workaround I could find was zooming out until most of the layout fit in the screen.

  • Sorry, I know this is an old thread but I'd just like to add my vote to add Global Booleans <img src="smileys/smiley1.gif" border="0" align="middle" /> It would come in handy when calling up some UI elements.

    toggledX = 1-X

    Until then, I'll use this. Thanks!

  • For example, a "wall"-type obstacle would be completely impassable, a "rough terrain"-type obstacle would not be impassable, but any route that crossed a cell containing that obstacle would be given a higher path cost, making it less favourable than a (perhaps longer in distance) route over lower cost terrain.

    This is exactly what I came here to suggest.

    My second (related) suggestion would be to include logic that forces the path to always intersect a certain type of obstacle, rather than avoid it. For example, so pedestrians must always follow a sidewalk, or a car a road.

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  • Does anyone know where I can find a tileset in the style of Diablo 1?

    I am only interested in the town graphics, not the dungeons. Specifically, I need buildings and a ground that look similar to that found in Tristram.

    Alternatively, since this is just for personal use/prototyping, I could just use the actual assets from the game-- that is, if you know where I can find them without needing to extract them from the game.

    --------

    EDIT:

    I found an image of the entire town of Tristram here (It came up instantly as soon as I changed my search strategy <img src="smileys/smiley9.gif" border="0" align="middle" /> ):

    diablo.judgehype.com/screenshots/divers/tristram-ulmo.jpg

    This will do for my purposes, although if anyone knows of any other assets similar to this style I would appreciate seeing them, as I may want to use them too.

    Thanks   <img src="smileys/smiley1.gif" border="0" align="middle" />

    <img src="http://diablo.judgehype.com/screenshots/divers/tristram-ulmo.jpg" border="0" />

  • 8 posts