lukewasthefish's Forum Posts

  • 7 posts
  • I would love to see the capx re uploaded, or some other example of this shared. Seems like a pretty neat idea

  • Jam in question:

    https://itch.io/jam/wide-dot-pixel-game-jam-2017

    Scroll down on this page to view the resolution requirements.

    I know how to resize my window scale,

    but I don't get how I'm supposed to stretch the actual image to a 2:1 format.

  • I know this is an old post, but do you still have the capx for both games? They sound neat but Dropbox doesn't seem to be working anymore via the forums...

  • I've had a similar problem and it's important to remember that

    if you create a new project from the "Retro style template" all objects will always become pixelated when rotating.

    If your window size is too low this can cause some pixelated effects in your game.

    When creating any other style of project click "Project Properties" on your left.

    This should bring up a list of options for you.

    The window size can be changed here if you want to zoom out away from your creation and therefore reduce the pixelated effect.

    You may also consider turning off point sampling in that same list, but this might just make everything look blurry if you have low-res sprites and whatnot.

  • You should make two global variables. One for the tile's X and one for the tile's Y.

    Set variableX to: TileMapName.PositionToTileX()

    Set VariableY to: TileMapName.PositionToTileY()

    Set the layout position into the (), i.e as an example number for PositionToTileX(24). Then, using the Erase Tile action under your tilemap, set the X/Y when it asks for them to your global variables and you can then also use your two global variables to spawn in an object at the same location right after, as long as you don't overwrite or erase what is in your two global variables.

    Thanks you so much! Looks like I got it working.

  • Are your layouts the same size? If they are, I probably have a solution of how to do it, otherwise it might get slightly more complicated.

    Yes! In fact the goal of the game is to all take place on the same layout with only the tilemap and objects switching out mid gameplay.

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  • I'm making an arcade style game where at the beginning of each level ajax loads a randomly selected tilemap.

    The tilemap has nine different images.

    I want to find a way to delete each tile that uses the ninth tile from the tilemap image and destroys that tile, then creates an object at the place the tile was destroyed.

    When I go into the tilemap editor to edit the image of a tile I see that the ninth tile is labeled as "Tile 8" (Probably because of the 0 index values) but I have no idea how to access this info via an event.

    Ideally it would be good to have a condition that picks all tiles using "Tile 8" and replaces them.

  • 7 posts