HellMax's Forum Posts

  • Here's a table of my configs and situations.

    Situation 1 looking crisp; all good.

    Situation 2 the sprite is rotated by one angle and looks approx x3 times worse.

    Situation 3 the background (TileMap) got pixelated lovely, while my sprite got blurred out.

    (P.S. the Sprite image is upscaled x4 times than its ingame size to look good on zoom)

    Please, any tips on how to avoid this? I've tried Point Sampling,but it absolutely kills any attempt at resolution changes, hence the game == unplayable.

    Thanks in advance.

  • I was trying to go for slightly more realism (in cases of impact)

    Okay, i'll make a temp fix of making just one force - but if anyone has a solution - please provide it

  • http://helldeveloper.weebly.com/uploads/6/0/6/6/6066363/wtphysics.zip (project)

    I have made 2 symmetrical Image points on my sprites, and I am applying equal forces simultaneously to both (to move the Sprite like a car).

    Unfortunately, it keeps sliding to one side no matter how I move the image points. Please help, thanks

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  • thanks, will try making dampening 0; although only for testing, since the situation needs the object to slow down in time :/

  • Greetings!

    I have a physical object (characteristics included); and I apply exactly 1 force to it every tick. Unfortunately, instead of getting a stable speed as a result, I get it jumping from 0 to 0.25. How do I make it stable (or at least more stable)

  • Say I have a tilemap with 30x30 tiles, but, I want the tiles to display as 20x20 size tiles (unless zoomed in to). Is there a special way to do this? A special tilemap_v2 addon?

    Thank you in advance.

  • Trying to hide the window during load doesnt do much, since it flickers like that first and only then triggers "On start of layout".

    :///

  • Here's what I mean :

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    I am attempting to make a launcher for my game; and looking at this white-to-black-to real image every time you use a launcher would be hell-like. Please help me remove this.

    Thanks in advance.

  • You need to move all your off-screen sprites to another layout. I believe they were causing most of the problems.

    As you know, in order to spawn objects Construct 2 needs at least 1 "default" instance of each object to be added to one of the layouts. But it should not necessarily be your main game layout. Create a blank layout, call it "Unused" and move all off-screen sprites there.

    I also made some changes to your code, see my comments in the event sheet.

    I added drag&drop behavior to enemies, try dragging them around, see if everything is working as it should.

    https://www.dropbox.com/s/cl5907ze1k2af ... .capx?dl=0

    Will check out, thanks a lot.

    Blank layout solution is top, cheers. Otherwise I would have tried to make all transparent stuff have 'destroy outside layout' (which would involve lots of clickery)

  • YAAAAY GOT FIXED

    The problem was that x2 fronts and x2 backs were assigned id=0 due to my spawn system malfunctioning.

    Sorry to bother, great thanks for the help

  • capx : https://goo.gl/KjZijp

    *instance standing with front (red part) towards the player is supposed to have threat of +25; while the one standing with the back to the player is -25

  • Debugging made clear the fact that It always only assignes value to second instance (the one with i=1) and NEVER to i=0 (threat_lvl always 0). I'll keep on looking.

    UPD : further testing showed that even if you add 4 instances ---> the only one which gets the right threat lvl is #1. Very odd. I'll package the .capx in a bit.

  • Mk.II suffers from the same problem - values being assigned to wrong instances.

  • Thanks, will switch to for (i just felt more familiar with repeat setup)

    Will do some debugging just now.

    And yepp, that is correct, 0/20/19/-1 is exactly what I want them to be.

  • Well, then just stick another sprite ( hide it under solids/walls layer ) which is not solid and check if your see that. That way you have solid walls and you can see them ( may have to have the visible sprite stick out a few pixels )

    Thats a very good workaround, yet it's very strange how it's coded that way :/