ErekT's Forum Posts

  • Gigatron

    Very cool, I might just use that. Thanks

  • You're right, cheers

  • Nah, I tried it. It works in the editor but during runtime they get flipped right back

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  • Just a quality of life thing. We have two options for mirroring sprites right now; set in events or make another sprite object that's mirrored. If you're using tilable sprite objects for your levels then it's a drag to pick by UID and mirror in events, and the second option is kinda wasteful.

  • If you want to really get into the meat of NES restrictions then these threads contain a lot of good info:

    http://pixelation.org/index.php?topic=1 ... #msg115062

    http://pixelation.org/index.php?topic=17113.0

  • Ooh that's Interesting. If that's what's going on then +1 for a toggle if possible.

  • Okay, just made a couple of short clips showing just how much difference I get between preview and export. The export running in the clip is win32 but win64 is no better, in fact it might be worse even. Hard to say.

    Running on intel iris 6100, same as in the original post. This nwjs version is 16 and the C2 version is r232.

    Preview - very smooth:

    https://dl.dropboxusercontent.com/u/705 ... 165437.mp4

    Export win32 - not so much:

    https://dl.dropboxusercontent.com/u/705 ... 165349.mp4

  • I didn't know about that. That's super-useful, thanks for the tip!

    But my problem is a little bit different; I have some sprites that get duplicated when they shouldn't be on new layouts. It's all a bit weird and seems to have started happening out of the blue. It's probably something I've done *somewhere* that I forgot about but I can't do a search for these sprites except by going through each event sheet one by one.

    So I'm thinking a more comprehensive search function would help make debugging a lot easier, at least for larger projects.

  • Maybe this has been asked for several times already I dunno. But now that my project is starting to get a whole heap of event sheets it's become a chore to search through them all when I need to find obscure stuff to fix.

    Could we have this in C2?

    Please?

  • I use a local variable to achieve this i.e:

    On pressed Enter -and- Variable = 1 | LocalVar = 1

    On Touched Object -or- LocalVar = 1 | Do stuff

  • Cheers, that looks like a neat solution Good article too!

  • There's this nice little functionality in the platform behaviour that allows an object to jump right after it's fallen off a platform ledge. Very handy as it means precision jumps are more forgiving. My question is, is there any way to read this "just fell off but can still jump"-state from events? The same way we can check "platform - is on floor"? Also, can we tweak how sensitive it is?

  • Thank you both for the help, I got my screen coordinates now

  • I need to be able to tell where an object is on the screen, as opposed to where it is on the layout. I couldn't see anything in the manual about it. Anyone able to help out? My own brain is a bit fried after work

  • why it should probably be a feature in project settings as it would be way better for the engine to deal with this.

    +1. This would be grand to have if possible.

    Also I am fairly sure modern displays make this more apparent than it was in the heydey of older consoles - something like the NES would have been running at a tiny 256 x 240, likely on a small CRT display, which were often slightly fuzzy making pixel boundaries less obvious. Run the same game on a 1080p display with perfectly crisp pixels, making each pixel a large clear crisp square, and suddenly you notice things you might not have noticed before.

    I just fired up a NES emulator in 1920x1080 res fullscreen to have a look. Object movements and camera scrolling are certainly choppier than the slickness you get with pixel rounding off in C2 but I never saw any stairstep jitter like in ruskul's example file either.