Megabeard's Forum Posts

  • All in all, I think EmpororIng has the most common answer (Even if that's not the case in this thread).

    The other ways of making 2D art involve either buying some expensive stuff such as a decent tablet and Photoshop... or it involves the masochistic practice of drawing on paper, scanning it into a program, and then coloring it in. And just praying that your scanner picks up every line drawn perfectly.

    Pixels, on the other hand, are completely native to computers and therefore are bound to be the most common type of drawing in programs. There's tons of free stuff out there that concentrate on this, and that's probably why you see so much of it now.

    As for me? I like drawing pixel art because it feels like I have the most control. If I see a mistake or feel my sprite looks bad, it's very easy to edit and I can do it with far more precision than I can with the eraser tool in photoshop or GIMP.

    I must admit though, it's very hard for pixel art to stand up to the more popular forms of 2D art today.

  • At this point, I'll even take the narrowest of chances. :P

    Yeah it's pretty tough to handle with certain features. For instance, most methods of full screen require some form of zooming, and if you zoom, you can say goodbye to parallax scrolling, and scrolling at any rate besides 100% on each layer. Which means the HUD is no longer as simple to implement, and pause screens may also be a problem.

    I don't know, it's just so damn frustrating that a program which in all honesty has been so great would fall before something as basic as full screen. <img src="smileys/smiley6.gif" border="0" align="middle" />

  • I'm actually about to try out C2 now. The only reason I wouldn't use it before was because, as others have said, I have no interest in purely web based games. I prefer them to be .exes. And with the recent release of r100 of C2, I can now export a project to .exe.

    Classic is great and served me well over the past year, but it just has too many random bugs and really slows me down when I seem to get on a roll with my work. I think it's a real shame that Classic was never truly completed, because it's definitely the best program I've used for 2D development up until now. But the problem is, I can't foresee myself making a full game using the engine. Not when I can't even make a full screen without having paralax scrolling; basic features of a platformer.

    So it's time to give C2 a shot. :D

    EDIT: So... yeah... I didn't realize that it costs $100+ to use the exe feature of Construct 2, so never mind what I said before. >_>

  • Okay, as promised:

    example exe

    Arrow keys to move. Press Z to jump.

    Instead of using the system zoom, which breaks a lot of stuff, I used a top-most "magnifying" layer to do it. There are no noticeable problems as far as I can see. I think that this is the solution I will go with.

    And again, if anyone can tell me whether or not MagiCam works on fullscreen...

    In my endless quest to find the solution the full screen issue in Construct I have even sunk so low as to revive a year old thread! <img src="smileys/smiley11.gif" border="0" align="middle">

    But if there's any chance in figuring this out, I must take it. How did you go about doing this exactly? Your transition from windowed to full screen is perfect, and yet, for some reason, when I use the magnified layer in the way I assumed you did, it's very buggy and doesn't give a full view of what's there anymore, even the ground players stand on isn't visible...

  • Just curious, did you ever find any kind of solution to this? I'm having similar issues right now and despite trying just about everything I can think of, have come up with nothing short of opting never to use zoom (Which is the worst case scenario for me)

  • I would worship the ground someone walks on if they could find a way to make a fullscreen game that doesn't limit my options in some way (eg. Scroll rates get messed up, games becomes extremely pixelated, game slows down dramatically etc.)

    I've tried basically everything and there's simply no conventional way of doing it. Some very inconvenient problems arise with each and every method I've tried, and it really slows my progress down.

    I guess you could say this is a last plea. Is there anyone out there who can create a fullscreen game minus the tough issues that always seem to come with it?

  • Hi.

    I convert old Deadeye lessons 1-9 for Construct v2.

    Enjoy: dl.dropbox.com/u/93680926/Old_PS_Lessons1-9.zip

    I forgot to comment on this before, but thanks for this conversion. I'm sure it must have been a lot of work and now lots of people can have access to tutorials that couldn't be used for at least a year (Since I joined).

    I'll definitely link your post to any beginners asking for help in the future, so once again, thank you! <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Hm... I think that's because the latest version of Classic was put up for download on the forum, but wasn't for the updater on CC itself.

    Try this one: scirra.com/forum/construct-classic-r2-released_topic48884.html

    That's the one I downloaded last. There are some improvements to Classic that could be helpful if you don't have it already (Hoping my file's not corrupted).

    But on the other hand I also figured out what the problem was; I had my zoom set to 90 on the magicam plugin. Once I set it to 100 the problem went away. :P

    I do appreciate you wanting to help though, thanks.

  • Excellent video. A little long, but well worth the watch. It hit a very wide variety of topics that'll probably be relevant to most of us in the future, so it's a good learning experience...

  • Doing full screen is really a big issue in Classic, so I'm still curious how to do it without all the negative ramifications myself. There are ways, but each of them has their own big drawbacks.

    Here's a method I've been using: scirra.com/forum/topic47220_post295684.html

    However, if your layout is a certain size, for me at least, my sprites get all messed up. I asked TL22 (The creator of the example) today if he can help, so I'm hoping he knows of a fix.

    The other one I know of is Ashley's example:

    scirra.com/forum/fullscreen-while-keeping-aspect-ratio-with-bars_topic43714.html

    The issue here is that there are little kinks in the system when using this. I'd rather not bother with it because you aren't allowed to use 0% scroll rates, meaning you can't use layers for pausing and a HUD etc. etc.

    The actual fullscreen feature of Classic simply doesn't work. I really hope it's fixed some day. =/

  • Hi... appologies for reviving an older thread, but I was hoping you could help me with something TL22. Originally your method worked perfectly for me, and seems to be the easiest way to get full-screen.

    However, after changing the size of my layout to make it taller in my game, the main character sprite becomes very distorted.

    Here's a cap illustrating my problem: dl.dropbox.com/u/42313097/Boss%20Man_New%20BuildV8.cap

    Any idea what's causing this? Or maybe it doesn't look like that on your screen? I'm just wondering what the cause of this is...

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  • The most common reason I've seen for using CC over C2 (And this is me included) is that you can't export the game to .exe in C2.

  • Hello again! <img src="smileys/smiley1.gif" border="0" align="middle" />

    For my game I'd like to have a reasonable full screen that many different computers could play on, so it was a godsend to find TL22's example on fullscreens, which I adapted to the size of my sprites. The problem? With my screen aspect ratio of 16:9, the 17 inch screen comes off a bit... strong. My eyes are actually aching from looking at the screen and playtesting my game while in full screen for a few minutes, which is a first for me. It's like sitting in the front row at a movie theater. Murder on the eyes. <img src="smileys/smiley5.gif" border="0" align="middle" />

    And it's now that I realize that most games you download on the computer don't normally take up the whole screen, but instead have black bars to take up the rest of the screen and still give that full screen effect.

    Now I'm aware of an example made by Ashley about a year ago which involves the use of Black bars, but from what I've read, there's way too many work arounds needed to even use it, such as the inability to use 0% scroll rates (Therefore rendering HUDS and Pause menus an all new problem).

    SO would there perhaps be a way of adding black bars to a screen that's actually at a set resolution, therefore giving it a fullscreen effect? You could even combine that with TL22's example to accomidate multiple screen ratios. I think that could work, it's just that I have no idea how to implement the black bars without causing the problems I mentioned earlier.

    Does anyone know if what I'm asking is possible?

    For those curious, here are TL22 and Ashley's examples:

    scirra.com/forum/retro-style-full-screen-example_topic47220.html

    scirra.com/forum/fullscreen-while-keeping-aspect-ratio-with-bars_topic43714.html

    EDIT: Well never mind. I just discovered the miracle that is Magicam and can now just change the zoom to my liking. What an awesome plugin. <img src="smileys/smiley4.gif" border="0" align="middle" />

  • It's the same for me, but it was only after trying to use the feature for a second time that it started happening. In other games it was working fine.

  • Not what I wanted to hear of course. <img src="smileys/smiley17.gif" border="0" align="middle" />

    I've heard a lot about the "Dummy sprite" method and it sounds like it works the best, but I'd have to change all of the events involving my main character, which will kill some valuable time.

    I wish the copy collision mask feature could be fixed, because it's by far one of Construct's most useful features. Oh well. :(