Mike at BrashMonkey's Forum Posts

  • Glad it helped. No trouble at all. This could have gotten your question answered more quickly (I know how valuable time is for all of us) and the answer could help future Spriter/C2 users, so the more places this question is answered the better.

    Best of luck with your project.

    -Mike at BrashMonkey

  • Hi majesticAsFk,

    Did you follow all these steps: http://brashmonkey.com/forum/index.php? ... nstruct-2/

    Be sure you have ALL of the " Other File Options/Custom Save Options" turned on and that you save the Spriter file as BOTH scml and scon.

    -Mike at BrashMonkey

  • I recommend you use the tile map support C2 has built in, because this by default does have a seamless mode that prevents this from happening. To my knowledge the tiled background object does not have this built in feature that guarantees no seams when the game is scaled to fit any given screen resolution,

    The only other option is to set your game to use pixel rounding AND point sampling. This is perfect for retro style pixel art games and guarantees no seams. At least as far as I've experienced.

    cheers,

    Mike

  • right. for pixel art you had it set properly, with rounding on and point sampling.

    I recommend you use an action using a number multiplied by dt (deltatime) to move everything at once in a for each object loop instead of everything having their own bullet behavior. Most likely its the slight asynchronicity of all the bullet behaviors that is causing the problem.

    In other words, put all the road sprites in a family

    Then do a for each member of that family loop and move them all to the left by the same equation. This will guarantee everything moves in unison etc.

  • Do you have your project set to point sampling and have pixel rounding turned on by chance?

  • Hi Everyone,

    Jumpanzi, which is a runner game I've been developing for clients (RKade Gaming) is finally released. Pleae give it a try. It's free.

    http://jumpanzi.com

  • Hi megatronx. If you zoom in to a ridiculous amount you will see that the corners (where your rotated black tiled background objects meet the flat tiled background object ) are not perfectly aligned, causing jagged edges that are "catching" the bottom corner of your platformer objects.

    I wish there was a setting for the platformer behavior to set how sensitive/forgiving the behavior was about such incredibly tiny details/imperfections in the terrain.

    To me, this is at such a high resolution it really should be considered a bug....

    However, the solution is to not use tiled objects like this for angles... you should design tiles (using the tilemap support or Sprites) that, when using snap to grid are guaranteed to line up perfectly and not cause such jagged imperfections in the terrain.

    Cheers,

    Mike

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • TheDom,

    I want the control pad to vibrate (rumble) This is totally different from shaking the camera/screen,

    Couuldium, I tried that and it does NOT make an xbox 360 controller vibrate at all... My guess is this only works for android devices etc that have vibration support and does not in any way effect control pads.

    So, I guess the answer is this is not yet supported...

    thanks,

    Mike

  • Is there no way to trigger controller vibration?

    Of course I'm not complaining if Chrome itself doesn't support the feature, but just wondering if this is yet supported on on the horizon.

    Thanks,

    Mike

  • Nothing? I assume it would have to be something that must work with Node_Webkit. Does Node-Webkit in general support Steam stuff? If so, then a Steam plug-in would need to be made for C2, right?

    -Mike

  • Thanks for the info Ashely, and for the awesomeness that is C2.

    Cheers,

    Mike

  • Thanks very much everyone for confirming this. I wanted to assume as much, but it was strange that in the official documentation for Tilemap they neglected to point out the performance benefits. They should really mention that near the top of the Tilemap extension page.

    Cheers,

    Mike

  • Hi everyone,

    If I want a platformer with large levels, will using the tilemap object (seamless mode on) improve performance over using sprites for all the tiles to create the level?

    Thanks,

    Mike

  • I currently don't think there's any official or plug-in way directly... maybe some kind of tricky web command based way to load an add and display it?

    Anyone?

  • How big is the game file?

    How much memory does it use when you run in debug mode while testing on your PC?

    What are you using to create the apk file?

    Are you using any third party plug-ins?

    Can you link to the apk or your capx file?

    It's very hard for anyone to give you useful feedback without more information.

    Best of luck,

    Mike