kaos's Forum Posts

  • This looks great, perfect for day/night effects and the like.

    I'll probably be using this in my projects.

  • Whoa, nice!

    Just played it and its pretty fun.

    One thing to note is its kinda finicky when its scrolling, and there should be a better way to exit it, I had to alt+F4 it...

    Besides the above, I really enjoyed it, great work!

  • I actually noticed that while testing my Danmaku engine, but thanks anyway.

    If you want to see the (Shitty) sprite I made, its in the latest realease under the uploads section >.>

  • Thanks for the feedback, and yeah, I was debating that as well.

    I want to have SOME form of animation for them being picked up soo... I guess its back to the drawing board on that one...

  • No replies guys?

    Also, UPDATE:

    I took out some features in the demo as this ones simply meant to showcase the power up/down system.

    The yellow pickups add .5 to your power (Max 5) and the purple ones subtract the same amount (Currently the Powerlevel variable does not have a min value... lazy me.)

    Also, its to showoff a (cruddy?) first attempt at some form of spriting.

    Try it out and enjoy!

    Direct Link: http://kaosteam.110mb.com/files/project ... 0.04.2.exe

    NOTICE!!!

    This version does nothing more than demonstrate these features.

    If you want a little more user experience, try v0.2 then.

  • construct will use half-pixel positions in most behaviors.

    If you go with pixel art, use a proxy sprite with the behavior, then set your pixel art sprite to the position of the proxy. Put all pixel-art assets in a pxart family, and then do this trick:

    Always set pxart position to round(pxart.X),round(pxart.Y)

    This will round the coordinates, thus lining up sprite pixels with screen pixels

    Obviously you shouldn't allow rotation and make 1:1 without in-game resizing for those objects

    Yeah, I knew about the half-pixel stuff, I just didnt have a plan to fix it, but I like your idea.

    And I know pixel art is time consuming... I made a few (crappy) custom walk animations with 4 levels of shade and 3 colors. Took a while, but I liked the end result.

    I just wanted to find some "Proper" tutorials instead of just winging it.

    Anyway, thanks for your replies guys!

  • ...Fail.

  • Thank you very much for your quick reply, I will look into those sites.

    I can't believe I didn't think of searching pixel art ...

  • Hey guys, i've been looking to put some custom sprites into my projects and was wondering if any of you have any decent links with tutorials and/or guides on how to sprite.

    I've been looking and all I can find is links on how to pillow shade or edit pokemon sprites, ugh.

    So any help would be greatly appreciated by me and possibly many other construct users.

  • Come to think of it, yeah, thats probably the issue.

    EDIT: Yup, that did it!

    Man David, thats freaking AWESOME! I didn't know Construct could do things like this!

  • Actually, put it that way and it does sound pretty useful.

    However, is there any chance something like this could actually be implemented?

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  • I get this:

    <img src="http://i166.photobucket.com/albums/u86/Kaosjkm/MemoryError.png">

    I cant see how 3GB isnt enough...

  • I agree with Davio.... If you have a large project, that could clutter it up BADLY making everything confusing and hard to access.

    Construct already has a great event editor anyway.

  • What do you mean being emitter only?

    It'd be wicked for weather effects where you have particle rain, and simulated wind to blow it (and other particles, such as smoke) at the same time.

  • Soldjah, I'm curious, how much was it going to cost? I, too, was unaware they offered that domestically.