MadameBerry's Forum Posts

  • Hi!

    I'm attempting to recreate a game element similar to that in ClaDun x2, in which, when you pick up a coin, it spawns a sparkly thing on the playfield that floats slowly towards the coin bag in the UI.

    My problem is that my characters and everything are on a layer called Play, that has a parallax rate of 100, 100. And my UI is on a layer with a parallax rate of 0, 0.

    I'm not sure how to handle this sequence, because if I spawn the sparkle on Play, it'll spawn in the right place, but it won't be able to travel towards the UI correctly. But if I spawn it on UI, it won't spawn in the right place because of the parallax.

    Edit: I just tried placing an object with the Anchor behavior on the Play layer, directly over the UI. It /almost/ works but the Anchored object shifts a little. Okay a lot...

    You can see the effect I'm going for here: http://youtu.be/-tmYdvzBb-c?t=32s

    (watch carefully when the character picks up a coin, it's sort of subtle...)

  • So I think since the forum's been shuffled around, this should go in "WiP creations"

    it's far from complete...

  • Oh my god we finally have something playable.

    In the class I'm developing this for, our milestone is labeled Beta, but really I'd call this an Alpha. Some things just aren't quite there yet and I want to go back and redo a lot of the design over the next month or so.

    I am tired! Spent most of last night and this morning getting the intro and the tutorial in.

    A few things to note: This build is Windows only (we all have windows pc's so i just tend to delete the mac and linux folders because they take up too much space, as many versions of this project I export).

    Also, the combat is extremely slow and not really fun. The numbers need to be tweaked hardcore.

    But, you can sort of get an idea as to where this is going!

    Download here: https://drive.google.com/file/d/0BzlFHd ... sp=sharing

  • Seems to just be in Chrome.

  • So I have an event that's just "At start of layout, play (Song) at -18 dB" but for like half a second or so it plays at full volume and is very loud. Any way to combat that?

  • Minor environment tweaks and a UI overhaul later:

    <img src="http://i58.tinypic.com/b96b8n.png" border="0" />

    Oh god now I have to setdress the rest of the level like this, and code the new UI (it's currently all placeholder).

  • Update: Crap's playable, yo! https://drive.google.com/file/d/0BzlFHd ... sp=sharing

    I wouldn't say it's fun yet, but we're getting somewhere.

    Been working for the past four weeks or so on a 2d dungeon crawler named Five Suns as part of my senior project.

    When I get a working build up (currently a lot of things are disabled so we can present visuals for an upcoming milestone) I'll host it somewhere, and I'd love some feedback!

    Currently it looks like this:

    Eheh... ignore the "ok bro" in the corner. That was for some quick bug testing...MadameBerry2014-02-17 07:29:12

  • It /shouldn't/ be important, but the only reason I noticed it was because it /was/ causing my animations to glitch.

    My game involves switching between three different characters. You move the Active character using the 8-directional behavior, and the two inactive characters follow you with the pathfinding behavior.

    Because of the switching, I have to make separate cases for animations for if they're moving with 8-directional or pathfinding. I determine which animation to play (up, right, left, down) by using the MovingAngle expression in each behavior.

    Now, I thought I could just copy the code, because it would be the same, but it turns out I had to change the range of angles for each, since one uses a 0 to 180 and 0 to -180 scale and the other uses a 0 to 360 scale.

    It wasn't a HUGE deal, but it's still weird and took a bit to figure out what was going on.

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  • I've noticed that the way each method of moving an object has a completely different way of handling angle of motion.

    For instance in 8-Directional movement, it measures the movement angle in an increment of 0 to 180 for downward-moving things and 0 to -180 for upward-moving things, while in the Pathfinding behavior, angle of motion is measured in 360 degrees.

    Why is this?

    Is this something that can be standardized?

  • if you're playing using preview mode (ie. without exporting the project) then Construct will just play from the last layout you were editing. Which I suppose can be useful during certain instances like if you want to test one layout specifically, but will mess stuff up if you're relying on your first layout to keep track of some global stuff.

    I wish there was an option to change that.

  • Deleted everything. All objects, all events, except Ash, the three ground tilemaps (I don't know if the issue is layering tilemaps like I am, but if it is I don't know what Ash has to do with it), and the two layers BG and Play.

    Still does it.

    For the record, there were no events associated with layering or effects on the object Ash to begin with. It was just an object that spawns, waits a second, and then despawns. I just like to keep objects on the layers they're "supposed" to be on, and I happened to notice that the initial instance was on the background layer, went to change it, and everything broke.

    Link to capx: drive.google.com/file/d/0BzlFHdrNlKogYTJTQWxtemdIdkE/edit

    (Will also update the original post)

  • Yknow that would explain it...

    Though turning off WebGL creates seams on all my tiles... I think I'll just deal with the artifacts for now and sob a bunch. I really wish I could get a new computer right now.

    Though I don't understand why it would only do it after I move Ash to a different layer.

    EDIT: So I just transferred the file onto my friend's computer, which is new and beautiful and makes me jealous. Still breaks when I move Ash out of the background.

    I don't get it.

  • Link to .capx file (required! If link is blocked remove the http and www parts):

    drive.google.com/file/d/0BzlFHdrNlKogYTJTQWxtemdIdkE/edit

    Steps to reproduce:

    1. Play the level. Observe the paths on the ground and how the alphas work and are fine and blend with the grass well.

    2. Move the object Ash from the layer BG to any other layer.

    3. Play the level again.

    Observed result:

    The path's alphas mess up any time I do anything with the BG layer. I don't know why. Everything is fine in editor but breaks if you play the level after editing the objects on the layer. It looks like there's an additive effect or something on the object but there are no blend modes or effects on anything.

    Please help.

    Expected result:

    Nothing should happen! The transparency should be fine!

    Browsers affected:

    Chrome: Yes

    Firefox: yes

    Internet Explorer: don't know

    Operating system & service pack:

    Windows 7

    Construct 2 version:

    158.2

    honestly i don't touch beta releases so if this is something known and fixed in a beta then ehhh?

  • Look. I'm gunna be honest, the practice of finding a hobby, getting super into it, making a huge hullabaloo about it, making a name, a brand, giving yourself a "job" title, and then three months down the line when you can't keep up with the work... is at it's absolute WORST, sort of annoying.

    At worst.

    So there's absolutely no use making a huge fuss over it.

    People have been doing that basically forever. It's not exclusive to game development and it's certainly not exclusive to the Construct community. Crap, I've been guilty of it myself with some things (painting and jewelry making come to mind. Oh my poor abandoned etsy shop).

    So yeah...

    No need to be uppity about it.

  • It looks like this.

    I think I've reached the conclusion that something is wrong with either my browser or my computer. Effects on anything screw everything up and I don't know why. I'm just going to avoid using them until I figure out what's going on. =/

    <img src="http://i44.tinypic.com/2hf3rrl.png" border="0" />