Pigpud's Forum Posts

  • That's really cool!

  • There's only one origin point, but I think you mean image points.

    Oops yeah I meant image points.

    I'm pretty sure there's no hard limit to it, I also don't think there's much of an issue with having 20. Maybe there will eventually be some performance impact since the position of these image points have to be tracked through all possible image manipulations (translation, rotation, mesh deform,...) which I'd assume adds some math overhead. But that overhead is probably very small so I'd not worry too much about it.

    Okay makes sense. Thanks WackyToaster!

  • If not, is there any downside to having lots of them? Like twenty? Thanks!

    Tagged:

  • I would use a variable that would track if the player has saved any data then base the actions off of that.

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  • Been working on a game for a year now.

  • Ahh okay! Thanks Dop!

  • What is the purpose of this?

    Is it just for organization or does it have some feature I'm not aware of?

    Sorry if this is a dumb question...

  • There are plenty of examples in the example browser.

  • Worked! Thank you Igortyhon! :)

  • I'm getting this error message when I open the animations editor...

    Error report information

    Type: unhandled rejection

    Reason: Error: Cannot read properties of undefined (reading 'Da') TypeError: Cannot read properties of undefined (reading 'Da') at Tz.b_.Da (https://editor.construct.net/r379/projectResources.js:2258:155) at Q5a.Q2b.Da (https://editor.construct.net/r379/projectResources.js:2123:207) at Q5a.Q2b.Da (https://editor.construct.net/r379/projectResources.js:2128:410) at sy.g.J.fc.UP (https://editor.construct.net/r379/projectResources.js:2118:106) at editor.construct.net/r379/projectResources.js:2114:473 at async window.bpb.ld (https://editor.construct.net/r379/main.js:2984:436)

    Stack: TypeError: Cannot read properties of undefined (reading 'Da') at Tz.b_.Da (https://editor.construct.net/r379/projectResources.js:2258:155) at Q5a.Q2b.Da (https://editor.construct.net/r379/projectResources.js:2123:207) at Q5a.Q2b.Da (https://editor.construct.net/r379/projectResources.js:2128:410) at sy.g.J.fc.UP (https://editor.construct.net/r379/projectResources.js:2118:106) at editor.construct.net/r379/projectResources.js:2114:473 at async window.bpb.ld (https://editor.construct.net/r379/main.js:2984:436)

    Construct version: r379

    URL: editor.construct.net

    Date: Tue Mar 12 2024 14:47:13 GMT-0500 (Central Daylight Time)

    Uptime: 22.4 s

    Platform information

    Product: Construct 3 r379 (stable)

    Browser: Chrome 122.0.6261.112

    Browser engine: Chromium

    Context: browser

    Operating system: Windows 11

    Device type: desktop

    Device pixel ratio: 1.25

    Logical CPU cores: 16

    Approx. device memory: 8 GB

    User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/122.0.0.0 Safari/537.36

    Language setting: en-US

    WebGL information

    Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)

    Numeric version: 2

    Supports NPOT textures: yes

    Supports GPU profiling: no

    Supports highp precision: yes

    Vendor: Google Inc. (AMD)

    Renderer: ANGLE (AMD, AMD Radeon(TM) Graphics (0x00001638) Direct3D11 vs_5_0 ps_5_0, D3D11)

    Major performance caveat: no

    Maximum texture size: 16384

    Point size range: 1 to 1024

    Extensions: EXT_clip_control, EXT_color_buffer_float, EXT_color_buffer_half_float, EXT_conservative_depth, EXT_depth_clamp, EXT_disjoint_timer_query_webgl2, EXT_float_blend, EXT_polygon_offset_clamp, EXT_texture_compression_bptc, EXT_texture_compression_rgtc, EXT_texture_filter_anisotropic, EXT_texture_norm16, KHR_parallel_shader_compile, NV_shader_noperspective_interpolation, OES_draw_buffers_indexed, OES_texture_float_linear, OVR_multiview2, WEBGL_blend_func_extended, WEBGL_clip_cull_distance, WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context, WEBGL_multi_draw, WEBGL_polygon_mode, WEBGL_provoking_vertex

  • Looks great!

  • Hello all,

    I have been developing a 16-bit game in C3 and have been doing all the art in the animations editor since I started development simply because it is such a simple yet powerful drawing tool. It has all the features needed to create any pixel art and I haven't found myself ever artistically limited by it. The only thing I feel that would be very useful to have would be a dithering brush, something like this:

    The image above is from the drawing program Kirta.

    So I am just wondering: will we ever see a dithering brush in the animations editor?

    I am aware that there are plenty of pixel art programs meant for pixel art, and that most people don't use the animations editor for creating art in it, but I am determined to use it for my game.

    I'm not unhappy with the animations editor and by no means am I expecting it to be some full blown program that has tons of features or anything, but having a dithering brush would be a nice feature to have.

  • Did you check the angle of the Tiled backgrounds? that can affect the jump through sometimes.

  • Wow! Did you do all the art?