Minor's Forum Posts

  • It's MiniLD #51 Revenge of the Tool Jam so although I'm not entering I thought I'd make something anyway.

    I'm a bad artist and make all my graphics in MSPaint because it isn't feature heavy and over complicated for the basic art I create, but it's colour tools are really basic, so I though I'd make a quick and simple Colour Ramp Creator.

    Simply select your main colour using the sliders and click "Create" this will darken & lighten your main colour creating a nice(ish) colour ramp. "Export" will save as .png so you can import into anything you like.

    Some created ramps:

    If you'd like to use it you can

    HERE

    Please note it looks a bit "funky" in the browser as the latest version of Construct 2 seems to have problems exporting certain sprites.

    Hope someone finds it useful & I'm open to suggestions for more features or improvements.

  • Here's a quick example of a thud when falling too far.

    [attachment=0:1wfmjza8][/attachment:1wfmjza8]

  • Not sure what the problem is for definite but I think at the start of "layout 3" Dmitry is somehow overlapping a solid because if you move his sprite to the right in the layout then play all 3 levels he moves as he should.

    Still looking

    ***EDIT - The problem is also on "layout 2" if you try to move one of the players to the far left trees he will won't get there as if there is an invisible barrier.

  • A quick note about rare blocks.

    I've scanned over the CAPX and you're are using random to select which blocks are spawned which is the way to go. I personally cheat to use "weighted" random's by using the choose() expression.

    You could use something like choose(1,1,1,2,2,2,3,3,3,4,4,4,5,5,5,10) Construct will then randomly choose a value from the comma separated list.

    All normal blocks would have the same chance of being picked while the special block (10 in the list) would have a rarer chance of being picked. You'd have to tweak the values to get the correct rarity but I think it's a pretty easy way to get this sort effect.

  • From the manual

    zeropad(number, digits)

    Pad number out to a certain number of digits by adding zeroes in front of the number, then returning the result as a string. For example, zeropad(45, 5) returns the string "00045".

    zeropad(score,5) would show the variable score with 5 0's infront

  • Wrangler

    I will be clicking the yes button when the time comes

  • Ashley

    Bug report posted.

    Hope it helps.

  • Problem Description

    On export of my project there is a strange display glitch.

    Description of Capx

    CAPX has just 3 layers and 4 sprites. Layer 0 is where the game would be and is scaled to X10 on "start of layout". Both layer 1 & 2 are not scaled and have parallax set to 0 as this is where I would have my health bar & inventory information.

    Steps to Reproduce Bug

    • Create 3 layers. Layout 0 should be set to "layer scale" 10 on start of layout. Layer 1 & 2 should have parallax set to 0
    • Create a sprite on "layer 0" and on "start of layout" scroll to it.
    • Create sprites on the other 2 layouts

    Observed Result

    This is the node-webkit export (same on HTML5 export using Chrome). Again the heart is not in the correct place. Neither is the health bar and if you look closely the inventory bag has also shifted from the centre of the screen.

    Expected Result

    This is the preview which is how it should look.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (not tested)
    • Internet Explorer: (YES)
    • Node Webkit export: (YES)

    Operating System and Service Pack

    Windows 8.1

    Construct 2 Version ID

    Release 170 64bit built at 15:03:57 May 22 2014

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  • Ashley

    Got a minimal CAPX with the same behaviour.

    This is the preview.

    This is the node-webkit export (same on HTML5 export). Again the heart is not in the correct place. Neither is the health bar and if you look closely the inventory bag has also shifted from the centre of the screen.

    Quick info:

    Layer 0 would be where the game would be and is set at "layer scale" 10.

    Layer 1 & 2 have no layer scale and parallax set at 0 as this would be where I would show my healthbar & inventory.

    Hope it helps

  • zenox98

    Now tried all export options with minify off & no png compression and still the same results

    All images look fine in the exported project folder.

  • Beaverlicious

    Awesome! That's great to hear. Hope I can complete it by the end of the month with all the features I have planned.

    Thanks for playing

  • jaketakelake

    Thank you

    That looks seriously awesome! Great artwork

    Beaverlicious

    Thanks. Working at 32x32 is lots of fun. But has some challenges displaying all the information I want.

  • zenox98 & spongehammer

    Thanks for the info guys. I never had any problems with the downscaling in R169.

    Now I've tried all 3 "downscaling" options low, medium & high and get the same stretched and out of place behaviour on all 3.

    I'm only using 2 3rd party plugins Canvas which I use to draw the players map and seems to be functioning perfectly & GameJolt to send the players score to the highscore table.

    Will keep digging see if I can get some info for Ashley

  • Ashley and anyone who has used R170

    I've exported my #lowrezjam game to Gamejolt & also to dropbox but I'm getting a weird display glitch. It was working fine as a R169 release but I've been working on the file in the new R170 and get the following results.

    How the game displays in preview which is correct.

    How the game displays in Chrome (also IE) via Dropbox & on GameJolt.

    Notice how the heart is in the wrong place. The player sprites legs are stretched and the top of his helmet is missing. Also the health bars don't line up correctly, the grey health bar should be directly behind the red. And the red bar is much shorter than it should be.

    Link to the game on dropbox - https://db.tt/QZ6RtlWm

    Exported to Node-Webkit

    The image seems to be stretched from the bottom-right to the top left.

    I've tried multiple export options and still get the same results.

    I'm trying to replicate the problem with a bare bones project but not getting the same behaviour yet to post a bug report. Just wanted to see if anyone else has the same issues.

  • oceldot Yeah it's a nice little tool.

    More #lowrezjam roguelike progress.

    Added the chance of enemies dropping items when killed.

    Added the teleport item.

    You can play the current version

    HERE

    I hit a bug that I've been unable to fix so to keep myself occupied while annoyed I made this.