iKiwed's Forum Posts

  • Hi there. Sorry for the late response.

    Thank you all for your support, you're incredible!

    Yes, dop2000, the link you sent is what I'm referring to.

    I've played the demo and watched the event section, and it's exactly what I want to replicate in my game. I had to change some things for the movement due to the issue with the direction. Other than that, it's 100% working.

    Also thank you for all for the links, I'll give a look now. Now I want to make a simple fade in/out transition.

  • Hello there.

    Ok so, here's my usual premise:

    1) If there is one thing I'm really bad at is programming, so I'm sorry for asking weird questions.

    2) Also, I've recently decided to fully work on Construct 3, and now that I've more time I want to get more experience. This is also why I want to give my theories about how *I*, a very unexperienced programmer, would have solved it.

    3) Yes, I've followed the first tutorials and I've also managed to start making a 4 directional game with sprites and all.

    4) I know what a global variable is. I'm saying this for the next point.

    5) Before to open this topic, I've actually searched on Internet and in the search section. The question is pretty common and I've found many answers, but I must say, sometimes I could understand only a half of it or are outdated. Many of these answers talk about using global variables to store the the coordinates.

    -----

    The title says it all. I have multiple rooms of which the character has to move onto. The player can go back if they want to, so it's important to keep the last position in that layout, and possibly the last direction of the character (if I'm moving down from layout 2 to layout 1, the character should face down in layout 1). For many it's pretty easy. For me, I'm just at level 1.

    ---- THEORY

    I'm a Halo fan, and since Halo 3 there is this mode called Forge, which allows you to make your own Halo maps. In forge you have the access to make teleports. There are three type of teleports:

    1) Only sender

    2) Only receiver

    3) Bidirectional (both sender and receiver)

    For example, with a sender and a receiver, if the player has a collision with the sender, they will reach the receiver, from point A to point B. The player cannot go back, tough.

    With two bidirectional teleporters, you can go to point A to B and vice versa.

    Another important aspect of the teleports is to give a "channel" frequence.

    If the sender is set to "alpha" and the receiver to "beta", basically you cannot teleport to the receiver, because they don't have the same channel.

    If they have both the channel "alpha", however, you can move to the receiver.

    My point is more or less the same. What I thought is pretty much this:

    1) Make bidirectional teleport (or in this case an invisible wall to collide with the character)

    2) In the bidirectional teleport, introduce a variable called "channel".

    3) If the teleport1 from layout1 has channel = 1, and teleport2 from layout2 has channel = 1, and the player has a collision with teleport1, the player moves to teleport2. And vice versa.

    Does it make sense?

    I think there are two problems, however: What happens if the player teleports exactly to the point where the other teleport is? Wouldn't the character be stucked between the two teleports?

    And let's not forget of the direction.

    About these two factors, I'm not aware exactly of what to do. Plus the fact I'm now sure how to use the global variable to save the player's coordinates.

    This is pretty much what I would have done, logic-wise. But I'm a beginner, so I don't know, I guess there are better alternatives.

    The idea of using "go to next/previous layout" seems risky to me, and I actually want to be free to eventually change the channel number and consequently the point between these two layouts.

    Also, I'm not sure of using "Go to layout" because I should do the same event over and over for each teleport, it doesn't sound efficient(?). You tell me what's best, I'm all ears.

    Thank you for reading.

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  • When you create a project, make sure you tick "Optimize for pixel art". If you've already created the project, apply the same settings as described in the manual.

    Thank you so much for your response!

    Yes it is true I've not enabled the "optimize for pixel" option.

    So I went to my project and selected "proprieties" then enabled in "sampling" the option "to the closest". This definitely solved my problem, and I hope this will help someone else, too.

  • I personally have seen an increase of price of about 10 Euros for the annual subscription. Correct me if I'm wrong. I still haven't subscribed yet and I kept opening the pricing page often in these days to think about it.

  • Hi everyone. I joined a year ago but I started using seriously Construct 3 a couple of days ago, and I'm experimenting and doing stuff... It's really great.

    Anyway, I'm here to ask some questions related on my pixel art.

    I'm not good at words, so I'll just use some pictures that should help me out.

    This is a project of mine I'm making on Construct 3. In this screenshot I just opened the game. Everything looks as intended. But, if I move my character, either the background or the character himself starts to blur.

    I come from Game Maker Studio 2. I'm not good at programming, so I switched to Construct 3, but I've never seen this issue before.

    Is there a way to fix this?

    Secondly, I added in the game a zoom-in camera feature that is just intended to be used for personal purposes, altough it's important. Anyway when I zoom in this is the result:

    Everything is pretty much blurred. I don't know why. The sprites are in gif.

    Doesn't Construct 3 scale the pixel?

    Is there any way to find a solution?

    Thank you for reading, wish you to have a good day.

  • The website informed me you need help for the Italian translation.

    I'm actually new in this community so I still need to have an idea of how things work here. But if you need a help or there is a team behind, you can call me.