martinx09's Forum Posts

  • Hey thanks for your answer,

    but still no luck, tried with high quality and still got the same issue.

  • The image inside the "Images" folder exported looks fine (like it should),

    and it is not happening with all of the sprites, just like 3 of 10.

    Never had this problem in the past, don't know what to do.

  • I've been having this problem where some of my sprites lose quality upon exporting the game (to web).

    This is an example, first image is how it looks while testing with c2 software (this is how it should look),

    and the second image is how it looks when I export the game and upload to a hosting.

    On construct2 test mode:

    Exported and uploaded:

    Why does this happen?

    And how can I fix this?

    Thanks!

  • Is there any way to host my own signaling server?

    Or using wss://multiplayers.scirra.com is the only way?

  • Oh that's perfect, thank you.

  • I've seen a lot of capx files in here on the forums for almost anything I could think of,

    and they've helped me a lot more than tutorials.

    Mostly because I can run the file on debug and mess with the values and see how that affects the game.

    I was wondering if there are some demos for chat rooms or real-time multiplayer there?

    If not, thanks anyway for reading this.

    Cheers!

  • I thought that,

    but as I said I'm not making the levels, they are generated randomly,

    how would I know where to put them?

  • So, Hi there

    I'm having some troubles with collisions,

    I'm making a platformer game, with semi-randomly generated worlds,

    I said semi, because it just randomly picks premade structures, not make them from scratch.

    So for example,

    let's say some of the premade structures I have is this:

    That is just a .png image.

    I could just edit the collision box, but I would need 12+ collision points,

    and at that point the engine starts telling me that's a bad idea..

    Even more considering I use 10 or 20 of those on a stage.

    How could I set the collisions better/properly?

  • Nevermind, I'll just use Unity,

    easier to do with C# and Prefabs.

    Close the topic please

  • So, I want to "premade" some structures using a tilemap,

    my idea is to draw this structures using the tilemap and export them as single png files,

    then use them as normal sprites.

    Why do this?

    Because I don't know how to "program" random structures (well I do, but not structures that make sense, considering edges and so on) using Construct.

    And I do want the stage to be somehow random generated, If I do 50 little structures, import them as frames on a Sprite then its easy to change frames using random.

    The problem is that I don't know if a software to use tiles and export the result as a .png file even exist.

    If so, please tell me, or just give me a better idea to solve my problem hehe,

    thanks in advice for your help.

  • So I have a simple game for iOS,

    and it runs perfectly well on my pc but on CocoonJS Launcher it runs on 4 FPS (which is horrible),

    and it must be because I have 56 blocks (with solid behaviour) and I need them to have gravity,

    so the easiest way I found was to give them platformer behaviour and just disable controlls,

    that way they don't move and have gravity, but that is ridiculous for a good performance.

    What should I do for the blocks to have gravity and the game to run better/faster?

    Custom movement negative vertical speed would be as bad as platformer behaviour?

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  • Well,

    to be more specific in what I would want to achieve I will use habbo hotel as an example.

    In habbo, you make a room which is separed in tiles/blocks,

    for example a room could have 10x10 blocks, and you can move by clicking on those blocks,

    so in a 10x10 tiles room you would be able to move in 100 different positions.

    I want to make something similar to that,

    being able to move by clicking on tiles, instead of moving free the room.

    Example of a room and tiles in habbo:

    Any idea how could I do that?

    Thanks!

  • Hi all!

    I want to make a very simple zoom system,

    when you press V the layout zooms 2x its original size,

    and if I press V again it goes to its normal size again.

    This is what I've made:

    <img src="http://s9.postimg.org/8mekx6sfj/zoom.png" border="0" />

    But for some reason it doesn't work,

    but if I change one of the "Press V" conditions to another key,

    it works..

    But having 2 different keys for the same action is ridiculous.

    Could someone help me please? <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I'm looking for some working tcg games to buy.

    Basics (must have):

    Should have an easy way to add new cards (admin/developer only),

    players must be able to create their own decks using the already made cards. (Players can't create new cards).

    Must have the gameplay basics already done: shuffle deck, put card from deck to hand, put cards from hand to table, activate (attack, ability, etc) a card, finish a turn, etc.

    ---

    Then I would pay more for a game that already have:

    • AI (Being able to play Singleplayer game)
    • Multiplayer (Being able to play with other players)
    • Automatic gameplay (Abilities, attacks, etc are made automatically, players doesn't need to change values by themselves)

    If someone is interested in made a new game,

    please PM me with your plans and how much you are willing to get for your game.

    If you already have a tcg game made, PM me and tell me how it is and if you can, attach some screenshots, also tell me how much you are willing to get for the game.

    ---

    Game could (and probably will) be edited to fit my needs.

    Credits for the original author won't be deleted.

    If game is distributed/published it will be for free.

    ---

    Note: I'm not interested in effects, sounds, and things like that, just the game itself working properly.

    I most likely would pay via paypal.

  • I want to make a basic blocks-based construction system like terraria.

    So,

    I guess I've to use Drag n' Drop function,

    but I don't know where to start.

    This is what I want to do,

    my world is block-based, so imagine every [X] is a 32x32 block.

    Then the world would be something like this:

                       

    [X][X][X][X][X][X][X][X][X][X][X][X][X][X][X]

    And I want to put a new block (for example wood block) in any place of the map, but I want the block to match with the [X] blocks.

    So it looks like this:

    [W][W]

    [X][X][X][X][X][X][X][X]

    [W] = Wood Block

    So, there the wood block matches the rest of the world blocks,

    this would be an example of what I don't want:

            [W]       [W]

    [W]   [W] [W]

    [X][X][X][X][X][X][X][X]

    So how can I make a simple system to put block in the map,

    and those blocks to match the blocks on the ground?