MelodiousRefractions's Forum Posts

  • Ashley

    As in taking out my old one and replacing it physically? No, but I have been considering updating my graphics card some day. I won't update them right away since its a beta, and I still use Construct Classic.

    [EDIT]: I'll wait for beta 46, and see if I can update my graphics card from there.

  • Whenever I open the sprite editor up, I get this message, then Construct closes-

    <img src="http://img546.imageshack.us/img546/7682/capturegx.png" height="186" width="513" border="0" />

    Which is strange, my graphics card DOES support Pixel Shader 2. My graphics card is Intel(R) G33/G31  Express Chipset Family

    Still, not sure what it means by "render-to-texture" loading sprites via dragging and dropping works fine though.

  • The site does look cleaner, though my best suggestions would be to make some of the colors darker, (When I first saw the new design I thought about limes lol) make some of the text smaller, and maybe make different kinds of themes for the forums.

  • If you're going with the reuse sprites for objects, you could maybe make private variables for one object that have different difficulty settings as you progress, so you don't have to keep making objects for the same sprites, with different things for each of them. But I'm not entirely clear on that, myself. But that's an idea to make difficulty settings, or progressive enemies.

  • I'm not really a handheld gamer when it comes to 3D games (My parents think they wasted money getting me a PSP and DS) but the PS Vita does look pretty impressive. I'm hoping it has backwards compatibility. I'll never bother getting a 3DS, since its likely there'll be emulators for it. I won't take graphics over gameplay, ever, but I'll consider buying it for the games and other stuff. When it becomes cheap. And yes, I predict it will cost more than the 3DS's already outrageous price. I remember when handheld systems such as the GBA were like 40 dollars, and games cost no more than 15 bucks lol. (I really, loved my GBA)

  • He means that event 26 is continually running, and continually putting your player at that location over and over again, every frame, because there is no other condition to stop it from doing so.

    You need to break the chain so to speak. Add an action to event 26 that sets the player's health above 0. Then the next time the event comes up it won't run, and the player won't be put into that location again.

    Oh, I get it now. Thanks, both of you. It works now, and learned a little more on the way.

  • Sorry, a bit tired so I hope my post makes any sense

    Not really. Could you explain a little further? So far I only heard about adding another action.

  • Hi. I'm making a platformer exploration game, and I decided to have checkpoints since the levels are pretty big and stuff.

    Alright here's what I have

    � A sprite of the checkpoint that turns on and off to let the player know they activated it

    � Health bar for the player

    � Checkpoint variables

    So basically, the player dies, they gain back their health, and are teleported to the last checkpoint they touched. And there will be multiple checkpoints in the level, like 3 or something.

    Here's a screenshot of the editor (I didn't make it refill health yet, as it only decreases to 0 as of now)

    <img src="http://img19.imageshack.us/img19/5052/captureaow.png">

    And here's what happens

    <img src="http://img827.imageshack.us/img827/1646/capturebdm.png">

    As you can see, the player object just stops in mid air, it is where I want him to drop down from, but he's stuck in that position and can't move around no longer. Any way to fix this at all? Or is there an alternate event to move back to the checkpoint and still make the player active? Because from what I see, I can still change directions, its just that it seems like everything else in the platform movement behavior turned off. Any help will be appreciated, thank you.

  • There's a tutorial about it by abhilash2863, scrolling shooters.

    But be aware, I'm not exactly sure if it would work for whatever newer version of Construct you're using. I haven't tested it. But whatever is said, the ideas are basically the same, just in case you need to make a work-around. Good luck!

  • I can think of game maker, but it has a pretty long learning curve to it. It has Game Maker Studio coming out, which can make games available for HTML5 and iOS. But if you do, ever decide on coding, maybe Adobe Air could do the thing, its pretty portable I hear for stuff like iOS.

  • Melodious, have you tried setting the position precision of the camera to "Integer"? If not, you can do that through the "Set position precision" action under "Misc." That setting is designed for games with pixel graphics.

    If you're already doing that, I'd like to see a simple CAP file demonstrating what you're talking about. This will help me fix it if need be.

    I hope that helps.

    Oh, didn't try that, it worked! Thanks a lot, glad to get that out of the way.

  • You can look here!

    http://www.hongkiat.com/blog/25-free-di ... o-editors/

    Audio editors, but a few have their share of mixing, and midi editing.

    And if there's anything else you need, I'd check here.

    http://www.pixelprospector.com/2010/08/ ... resources/

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  • Nice plugin. But just an observation, I've noticed that on my game, (That has pixel graphics, and the sampling is set to "point") there will be pixel offsets for those sprites and tiles, which make the game look weird at times, with the player shifting up and down pixels when the camera is smoothing in on him when standing still. Do you have plans to fix this? Its not too much of a big deal, but can look bad at times, depending on how my tilesets look. On smoother looking graphics, with sampling set to linear however, they look fine.

  • Well that's interesting! Kind of reminds me of the GAME MAKER CLONE, Game Creator.

    http://code.google.com/p/game-creator/

    But still tends to have its ups, like different compatibilities. After all, a limited features clone would just be pointless.

  • Nice, I've been looking for something like this with Ogg support. Thanks for posting.