dpmontes's Forum Posts

  • Oh, by dithering, did you mean just the little dots on the tiles? I just realized that the picture you posted has all that erased.

  • I don't notice the flickering, maybe that's a problem with your graphics card

    The "blur" is an optical illusion, because of the repeating patterns and noise of the tiles

    For example, I removed the dithering in the tiles and the blur stopped:

    Thanks for your feedback,.

    Hmm, ok that's interesting that you didn't see any flickering. I wonder if there's just some weird setting on my computer. I use Google Chrome and I'm using an MSI GT 70 laptop runnning Windows 8.1 and my NVIDIA GeForce GTX 675MX has the latest drivers.

    How did you remove the dithering in the tiles?

  • Geez, amazing graphics. How did you manage that three dimensional moving sand??

    The only bug I noticed was In the first cave, whenever the character shot at a spider or the dynamite exploded, the music cut out and there was no shooting or blasting sound effect. It took the music about 10 seconds to come back on.

  • Hello, this is a demo I've made trying to get the scrolling to work properly. However, when I move the character around the world, I see a lot of flickering especially if I just move left and right back and forth a bunch of times.

    There is also a slight blur in the colors. When I start walking, the pixels seem to blur into adjacent pixels which makes the whole screen a slight shade darker. And when I stop moving, the screen seems to lighten up again. I'm not sure if there's anything I can do about that.

    Anybody have any suggestions on what I can do to address either of these issues? Do you have the same issues I have? Thanks

    https://www.dropbox.com/s/3px0w2b1qs8rcz0/RPG.capx?dl=0

  • Holy smokes! That is AMAZING! The graphics are perfectly smooth and WOW!

  • Looks very nice! One suggestion I have is to allow the player to hold down the ENTER button so that when the characters are ready to attack, they will attack as quickly as possible.

  • EightMan

    It's just hard to know what you mean by "doesn't work". You say it gets stuck on the first animation. Could be an issue with your animation. No way of knowing unless I see it all.

  • Heh, I assumed there was some native expression like "NumberVariable = ToNumber("99") but Construct 2 is smarter than I thought.

    I can simply assign the string to a number variable and it converts it.

    It converts a straight number like "99" and even a combination like "99apples". It knows to just capture the 99.

    It doesn't like this obviously "apples" or "apples99"

    And if you give it something like "99apples100", then it just picks the "99".

    Lesson learned!

  • Post a .capx

  • If I have a text variable that's equal to "95", is there a way I can convert that string to its numerical equivalent so I can manipulate it as a number?

    Thanks

  • ALLMarkMade

    I don't see why it would move away.

    Can you post a .capx?

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  • Test for an "On Collision" with the object while at the same time you are moving in a downward direction. This will satisfactorily ensure that you have jumped on the object. However, it won't work if the object is very tall because then you could satisfy both those conditions (collision and moving downwards) by falling against the side. But if the object is very short, it's unlikely

    I would then cause the object to animate how you want by using animation frames.

    The difficult part will be to make the player move down just a bit and spring back up to coinincide with the animation of the object. You'll have to take into account the speed of the player as well.

    So right after the moment of impact, I would disable the jumping ability of the character and have the game control his Y movement to make him dip down a bit and up a bit just like someone who is jumping on a spring will sink down a bit and then up a bit while in contact with the spring. You will have to play with a bit so that he dips down a bit and springs up a bit and it looks like he is in contact with the object for a short period of time.

    Once you get that looking good, just increase his jump strength temporarily until that jump is complete, then return his jump strength back to normal. This is assuming you are using the "platform" behavior.

  • Sounds like you would test if the falling objects have collided with his hands. On collision, you would then continually set the position of the object to the position of the hands.

  • I'm working on an RPG and I'm wanting to create a script so that the characters can move around in predetermined motions for cutscenes.

    So my scripts might look like "90, F5, W2" which means "face 90 degrees, forward 5 spaces, wait 2 seconds"

    So they are just strings of text that I will read 2 letters at a time, wait for it to finish executing, then move onto the next 2 letters.

    My best idea for how to do this is to create an object called "script" and to give it instance text variables that will contain the text.

    Does anyone know of a better way to go about it such as using a textbox or maybe reading an actual .txt file somehow?

  • I want to have multiple enemy ships make an engine sound when they appear on screen that lasts for several seconds.

    However, if that enemy is destroyed, I want that enemy's engine sound to stop immediately.

    How can I keep track of the individual sound I want to cut off? I can't name the audio tag with the enemy's IID cause it only accepts a string.

    Thanks