oosyrag's Forum Posts

  • I believe the closest thing would be to use sub events.

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  • I don't know. The nw.js version has its own problems, so I only use it if I really need to preview nw.js features locally for whatever reason.

  • You can write to local disk with the nw.js, post to url with AJAX, or invoke download with the browser object.

  • If the event conditions are not met, the event will not run. You can invert conditions by right clicking them, so an inverted x=0 would mean the event runs only if x is not 0. I believe the compare two values condition also has a not equals option as well that would result in the same thing. Thus if x=0, the event is not not going to run.

    Unless you mean something else by exit processing.

  • I haven't had any problems running it in the browser on various devices, including my phone and a 10 year old potato. Do you use any extensions/plugins?

    You can try the desktop exe version... which is running in a browser wrapper. But at least it (should be) a clean browser wrapper. construct.net/en/forum/construct-3/general-discussion-7/construct-nw-js-desktop-app-131317

  • Try looking into cellular automata.

    gamedevelopment.tutsplus.com/tutorials/generate-random-cave-levels-using-cellular-automata--gamedev-9664

    Basic perlin noise is more directly correlated to elevation maps.

  • That's not how the wait action works. Instead of that, add an system - every x seconds condition.

  • 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.