gutsworth's Forum Posts

  • 11 posts
  • > Actually, I can't find anything that's wrong, it all seems to be working correctly. If Construct is doing something like inconsistently copying some properties but not others, please file a bug following all the guidelines.

    The issue is that if you edit the very first instance and then delete it, then all future instances use these values. The user is left wondering why it is creating new instances with these random values seemingly 'saved', the preference would be always default in their mind. Also any new instances you create and delete, their values never override this initial deleted instance it is referencing. Sure I can file a bug for what I think is happening.

    Ashley

    Well put, and thank you! Yes, the problem is that I assumed these behavior settings (of a freshly placed instance) would either always return to their default states, OR inherit the settings of the lowest IID instance (whether present in a layout, or previously deleted); but it seems to do one or the other, and its unclear why.

    So my followup statement/question is this: Almost all of these behavior settings can be set at the time of the instance's creation via the event sheet, so my problem wouldn't be that big of a deal- except there's one setting that ONLY exists in the behavior settings bar, and that is "set angle". I want it set to "no" once the instance is created, except that isn't the default setting and I can't change it via events.

    So the only option I'm left with is putting an instance outside the bounds of the layout with the correct settings, so that the next instance I spawn inherits those settings? That just doesn't seem right, I feel like I'm missing something here? Your help is appreciated, thanks again! (Also just wanna say, I really love Construct and am thankful something like this exists for artists like me who can't code! Thank you Ashley and everyone at Scirra!)

  • Hello everyone, thanks for your time. Something that has confused me for a long time is the seemingly inconsistent way Construct saves, or doesn't save, the behavior settings for certain objects. For example, my player object has the "8-Direction" behavior applied, with all the proper variables on the left-hand side of the screen tuned as needed. However, when I delete the instance of the player object (The only instance of this object in the entire project, mind you, so multiple instances aren't the issue), and re-insert the object into the layout, the settings are back to default. What's frustrating is that this isn't happening with other objects, so it's difficult to figure out what makes this particular object any different.

    Any ideas?

  • Yes! That is the key piece of information I was missing, thank you !

  • Hello all, thanks for taking a look at my question.

    My problem is that I have an object with the bullet behavior applied, and every time I try to activate/deactivate certain properties in the left-hand menu ("set angle" in this case), the changes are only saved to that particular instance of the object in the layout, and NOT the object itself.

    There are many changes to properties and variables for this object that HAVE been saved in the past, because when I drag and drop a fresh one into the layout, they changes are present.

    I see the value in being able to change properties of certain instances in a layout without effecting the object itself, but I don't know how what I did to make the inverse effect happen. Any ideas?

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  • Delenne That is an extremely helpful answer, thank you so, so much for taking the time to look through everything. After reading your response several times, I feel a huge sense of relief now that I at least understand what the problem is. I'll test varying grayscale values, perhaps even monochromatic values, and see how that works out.

    Again, much appreciated for your time and excellent explanation.

  • newt Hello, thank you for the reply! Obviously I'm still a noob, so please excuse me if I ask a few more questions.

    How is it possible to make pixel graphics without horizontal or vertical lines? I thought that was all they were.

    Or at least lines large enough not to merge with screen pixels

    So could I theoretically double the resolution and size of the sprites, while keeping the same aesthetic? I was trying to avoid this as creating sprites that are true to size is seemingly much simpler.

  • Asmodean Interesting. Not only does it bother me, I consider it completely unpublishable. I wonder how modern pixel-art games like Shovel Knight or Hotline Miami solved this?

  • Asmodean Thank you very much for your response, the article you linked is also very enlightening.

    That does seem to help a bit, but at the cost of a rather horrendous blurring effect on the pixel-art. Certainly there is a way to do this without compromising the image quality so heavily?

  • Hey all, thanks for your time.

    So here's the issue: I'm making a low-resolution pixel-art game. For the entire time I've been working on it, it has been black and white pixels only. The camera moves with the player character, and no matter if things were standing still or moving around, everything looked great. Recently, I've changed some of the sprites to greyscale, and now any time the camera moves, any sprites with shades of grey flicker and distort, causing a very unpleasant visual effect.

    I can't even begin to imagine what would cause this, and am quite desperate for a solution, even if it's the knowledge that it's a bug- though I hope and assume it's an error on my end.

    What I've Tried:

    1: Letterbox integer scale is turned on.

    2. The camera following the player, which does have lerp in the function, is rounded.

    3. The sprites themselves have a 1 px transparent border around them.

    4. The X and Y positions of the sprites/tilemap are rounded integers.

    5. Pixel rounding is turned on.

    Here's the .c3p, try using the arrow keys (or gamepad) to walk around and compare the appearance of the differently-colored brick walls and objects. Thanks again for your time:

    https://www.dropbox.com/s/jynbsi1hr8h7swx/WitchTEST%20%281%29.c3p?dl=0

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  • BUT I want to throw in there is an easier way to do this kind of sorting

    Add ALL sorted objects into a single family, including the environment and player

    Then you can sort each member of the family using the System > Sort action, which will sort all objects in a family by a variable

    Amazing. Incredible. Perfect! Thank you Noah, this works great. Hopefully this will help many people in the future as well.

  • Despite reading the relevant articles several times and extensive searching through the forums, I seem to still have a fundamental misunderstanding of how Families work.

    Here's what's up: My game is a top-down shooter, a la Enter the Gungeon or Binding of Isaac. As a result, I want the "Player" to be behind or in front of certain objects in the environment depending on his Y.Position, to create the illusion of depth.

    So, I have "if Player.Y > EnvironmentObject.Y , then Move EnvironmentObject to Bottom of Layer" and vice-versa. This works as intended when I create a different object and corresponding Event for every single instance. But I would much rather have a Family that takes care of this logic in one fell swoop.

    The Problem: I created a single Family for all different types of Environmental Objects in the game (lets call it Fam_EnvObjects). So now, it looks like "if Player.Y>Fam_EnvObjects.Y , then Move Fam-EnvObjects to Bottom of Layer". However, every object in the Family is affected simultaneously, as opposed to on a per-instance basis.

    I was under the impression that Events referencing a Family will apply the logic to each member of the family individually, and only when the individual conditions are met. Yet they are batched together, and only a single member of the family is used to compare the Y-Position value for all members of the family.

    Thank you for reading, and hopefully this makes sense.

    Tagged:

  • 11 posts