drutten's Forum Posts

  • Hi

    I have a prototype that (on PC at least) hinges on being able to set the the position of the cursor object on certain player actions. The most straight-forward way to do this would be to be able to set the mouse position to x,y coordinates, but it seems that browsers (construct?) don't allow for this?

    Alternatively, if there was a way to extract useful data from the mouse movements I could get the same result - so if even the mouse cursor was at the right edge of the screen and i kept scrolling right, i could still get the data out of that somehow (and translate to relative motion on a dummy object).

    The only stuff I can get out of the mouse object is pos x,y and abs pos x,y - is there some other way I could go about this?

  • dop2000 - perfect, just what I was hoping for! the c2 version is fine for what i need right now as well

    newt - can this one be made to force all the colors to conform to palette or does it only replace specific values? very cool that i get to choose amount of colors

    good stuff at any rate, thanks so much!

  • Is there a way to apply a set (limited, 16 colors or so) palette to the render output, so even though the assets in the project have tons of colors, they are re-mapped to a specific, limited palette? Similar to what the CGA effect does, but more generalized to use any pre-determined palette?

    Thanks!

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  • Hello

    As the title suggests I'm trying to figure out a way to fill a sprite with a color, but NOT replace the original color completely. I want to be able to set an opacity value to control how much of the solid color that's being used, while keeping the opacity of the sprite intact. I'm sure there is a simple way to do this, any pointers anyone? The closest i have us to use blend mode "source atop" with a solid color image on top of the sprite i want to fill, but that is not an option for the use case i have in mind..

    Thanks!

  • Some updates!

    • Added autofire - just hold down X and it takes care of itself. This made it a lot easier to play.
    • Added a temporary weapon powerup
    • Added a "newgame+" style game mode that becomes available after completing the two levels, closer to the sort of challenge I had in mind for this game.
    • Added an end screen for the ng+ mode with music.

    Same link as before to give it a go! http://www.mattiassnygg.com/tmp/white_dog/

  • I'll add that, thanks!

  • I've been thinking about how it felt playing old shoot-em-up games like Delta and Sanxion on the C64 back in the 80's - in my memory those games are frantic and overwhelming, with a layer of obscurity added on top because I didn't understand English at the time. Seeing them now they maybe not relaxing, but they're a far cry from the rose-tinted images in my memory.

    I've played around a bit to try and capture some of that sense of total assault in this little prototype. It's only two levels at the moment but it's far enough along so you can at least give it a go and get a sense of where it's headed.

    I decided to design it for vertical game play which is perhaps not ideal on wide-screen displays. The game is in fact locked at a 16:9 aspect ratio. Horisontal style game play might have been more sensible, but I wanted to be able to play it straight on my laptop - no gamepad needed (might add support for that later on). Using the arrow keys for left-right movement feels very intuitive and easy, using them for vertical movement feels very clunky and odd on a keyboard. At least I haven't figured out a way to get good controls on a keyboard for that sort of layout.

    The game might feel brutally hard at first but checkpoints are forgiving and I think most people will manage.

    It's playable straight in the browser (tested on chrome and firefox), make sure to have sound on and play in full-screen for the proper experience. I might do a standalone version that goes directly to full screen at some point but sharing it like this was just a lot more convenient.

    Would be great to get some reactions to this and some of your very learned opinion. It's a bit of an assault on the senses but hopefully in a refreshing and invigorating way!

    Play the prototype!

  • Thanks for the input guys.

    Here's the section from the manual that led me to believe it should be possible to select a chunk of tiles in the tilemap object instead of always selecting tiles from the tilemap bar:

    [quote:2iv02r8a]You can hold shift and right-click a tile to pick that tile to draw with. You can also hold shift and drag the right mouse button over a range of tiles, and the tilemap bar will also select that range of tiles as a patch you can stamp out.

    I hope I'm understanding that right, would be great with a clarification on what to expect from that feature either way

  • Problem Description

    Holding down shift key and selecting tiles with Right mouse button from the Tilemap object does not work as advertised.

    Attach a Capx

    https://1drv.ms/u/s!AsWxwT8NJ3GFjjMumn_p0GAAXZ-x

    Description of Capx

    This is a project with a simple tile map object, containing the letters A, B and C as tiles, with some noise added on empty tiles for better visibility.

    Steps to Reproduce Bug

    • Shift+Right click to attempt to select the letters "ABC" (three separate tiles)

    Observed Result

    A large section of tiles is selected corresponding with a rectangle with A in the top left corner of the tile sheet, and the letter C in the lower right corner.

    Expected Result

    Only the letters ABC selected.

    Affected Browsers

    • Construct 2 editor bug

    Operating System and Service Pack

    Win 10 pro v1607

    Construct 2 Version ID

    Construct 2 r233 (64bit)

  • Problem Description

    Holding down shift key and selecting tiles with Right mouse button from the Tilemap object does not work as advertised.

    Attach a Capx

    http://www.filedropper.com/tilemapselectionbug

    Description of Capx

    This is a project with a simple tile map object, containing the letters A, B and C as tiles, with some noise added on empty tiles for better visibility.

    Steps to Reproduce Bug

    • Shift+Right click to attempt to select the letters "ABC" (three separate tiles)

    Observed Result

    A large section of tiles is selected corresponding with a rectangle with A in the top left corner of the tile sheet, and the letter C in the lower right corner.

    Expected Result

    Only the letters ABC selected.

    Affected Browsers

    • Construct 2 editor bug

    Operating System and Service Pack

    Win 10 pro v1607

    Construct 2 Version ID

    Construct 2 r233 (64bit)

  • Hey

    Some games (like FEZ) uses vocal-sounding garbled nonsense as sfx for when NPC's are talking. Anyone know where I can find sound effects like that?

  • Awesome, thanks juani!

    BTW I noticed I could get the same faulty behaviour happening in Firefox as well, but in a different example. Haven't tried reproducing it in a simplified environment like in the attached example, still maybe an indication that somethings's fishy all across.

  • Problem Description

    "On animation finished"-triggered events don't happen within the same frame on some browsers. Works in Firefox, but not chrome, edge/explorer or NWJS.

    Attach a Capx

    http://s000.tinyupload.com/index.php?file_id=46074564502720182522

    Description of Capx

    A sprite animation with colored circles that move upwards plays so to give the illusion of upward motion. The same sprite is moved at the end of the animation and start over so it appears as if the balls continue moving, when in fact its the same sprite.

    Steps to Reproduce Bug

    • Start capx in one of the affected browsers.
    • As the balls reach the small beige rectangles notice now a circle appears to "pop" (for a single frame so keep your eyes peeled)

    Observed Result

    The sprite get its new position before retriggering its animation, even though the events suggest that it should restart the animation and get the new position during the same frame.

    Expected Result

    No poppin but a smooth (though incremental) continuation of the sprite movement.

    Affected Browsers

    • Chrome: YES
    • FireFox: NO
    • Internet Explorer: YES
    • NWJS: YES

    Operating System and Service Pack

    Win 10 pro

    Construct 2 Version ID

    r225 beta, also tested on r221 stable with identical results.

  • Problem Description

    I have a sprite that spawns other objects when it hits a trigger (in this case collision with another sprite). The objects that are spawned from this event are set to fly off in different directions (bullet behavior).

    Starting the layout fresh gives the correct behavior.

    Just before the spawn trigger I have another trigger that saves the game. Loading from save will now make all the objects spawn, but now they all fly off in the same direction (all on top of each other).

    Attach a Capx

    http://s000.tinyupload.com/index.php?file_id=74115206719692117210

    Description of Capx

    Checks for collisions between two sprites (a circle and a spawn trigger). As the circle hits the trigger, additional objects are spawned.

    A second event checks for collisions between the circle and a save-trigger (hitting the trigger will save to the mysave slot).

    Pressing L loads from save

    Pressing R reloads the layout.

    Steps to Reproduce Bug

    • Run layout, let the yellow ball fall down and off screen.
    • Press L to load from save game.

    Observed Result

    On the first run the yellow ball spawns 8 squares that all fly off in different directions. Loading from save and seeing the event again the yellow circle now spawn 8 objects that all go in the same direction

    Expected Result

    The yellow ball should spawn 8 objects with different trajectories, regardless of if I run the layout fresh or if I load from a save game slot.

    Affected Browsers

    • Chrome: YES
    • FireFox: YES
    • NJ.js: YES

    Operating System and Service Pack

    Windows 8.1 pro with all latest updates.

    Construct 2 Version ID

    v216 64bit

  • Hello

    I'm an artist/illustrator working mostly in video games and for print, been involved in video game production in various roles for 12 years now. I use Construct for prototyping and trying out different ideas, the tool is easy to get started with and makes a lot of sense to a non-programmer.