oosyrag's Forum Posts

  • The performance could easily be checked by testing, as with all performance questions. The fps depends on your target device. You can modify the performance text example to test your targets.

    editor.construct.net

    I don't believe any sort of filtering would increase cpu load, only reduce.

  • First thing that comes to mind would be to use an instance variable to define and group objects (tiles) into sections, and pick them directly via that instance variable to act on them. This wouldn't require an array at all.

    If you have to use an array, you could use a 3d array with a depth of 2. The "first layer" (z=0) would be your array values with x/y indexes corresponding to their respective tiles. The "second layer" (z=1) would contain information about which section each x/y pair belongs in.

    Then when you trigger a check of your array to see if any cells contain a value greater than 0, for example at x,y,0, then you can reference x,y,1 to see what section it belongs in. Once you have the section number, you can act on or light up every tile in that section by comparing the value in x,y,1 to see if it matches.

  • How are your array and map set up? What are you using to light up your map?

  • Put text and box on separate layer, set layer to force own texture in properties, have the box at bottom (z-order) and the text on top, and set text blending mode to source atop.

  • Based on the screenshot, it looks like they are using higher resolution graphics with bi/trilinear filtering (anti-aliasing).

    The trade off is that your edges won't be quite as crisp, but then you also won't have to deal with all the strange artifacts that result from pixel rounding and filtering nearest, especially with anything in motion.

    Again, generally these things are not noticed by the end users.

  • AFAIK Construct doesn't have "tile" style pixel rounding support, if that's what you're asking about.

    Otherwise, jagged edges in pixel art is a given? Or I'm misunderstanding something.

    This is what tile based pixel rounding looks like - youtu.be/CU4YjSZNTnY

    And this is what normally happens, like in Construct. answers.unity.com/questions/725621/best-method-for-dealing-with-rough-sprite-edges-du.html

    You'll need to decide whether you prefer point sampling (sample - nearest) or bilinear/trilinear filtering.

    Honestly in my opinion players will generally not care either way. Avoid static objects at angles to minimize the issue, and it should be difficult to discern for objects in motion unless you're specifically looking for it. The human brain does a great job of smoothing out imperfections like this, especially if the gameplay is more engaging than studying the arrangement of pixels on the screen.

  • Link a screenshot of your events or your project file. It's hard to help without seeing what you did.

  • Put them into a family.

  • Something is removing it. Do you have the destroy when outside layout behavior? Or any event that destroys it might be triggering unintentionally.

  • Two things -

    You put TileToPositionX/Y, instead of PositionToTileX/Y.

    You will need to pick the correct tilemap out of the two. You can use UID or an instance variable.

  • Try using the text input object, set to read only. You can change the appearance with the set css action. To add lines, use the append text action to add newline&"text".

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Are no mapsquares being set? Are the wrong ones being set? Are you checking in debug mode or just seeing if your text is showing?

    It's easier to diagnose a problem like this if you actually uploaded the project rather than just a screenshot of events. You also have hidden events. I don't know if the mouse over and for each conditions are causing problems displaying the text, normally you wouldn't need both together in a single event. Do you have multiple overlapping mapsquares?

  • construct.net/en/forum/construct-3/general-discussion-7/google-drive-cloud-save-outage-158182

    You can log into drive manually to download your project and open it from your hard drive.

  • You can get the tile ID of the tile at any position with the expression Tilemap.TileAt(PositionToTileX(x),PositionToTileY(y))

  • No messages needed. Since movement is already synced, the peer can just compare the host position to the previous position to see if the host is moving or not (in the air or not, ect), and play the correct animation. This gets a little trickier for attack animations though, depending on what you need.

    Or just store host inputs as you would a peer's in an instance variable, and sync that. Then the peers would have the host inputs, albeit a little delayed, and can apply the proper animation based on input. This would be the most straightforward method.