PixelRebirth's Forum Posts

  • Dialogs 1.0

    This is a plugin for opening javascript popup boxes (alert, confirm, prompt).

    Download the plugin.

    You can set an ID for dialogs and have conditions triggered by ID. Of course there's also an expression to return the eventually entered value.

    It's a very simple plugin that came into being because I required this functionality recently for something that isn't directly game related and couldn't find it on the forum. If an equivalent to this already exist, feel free to point it out to me (I'm aware of the Dialog Box plugin).

    Happy holidays!

  • What do you exactly mean by it becoming distorted? Checking your rotation example it looks like it very well should. If you make it rotate very slowly, you can see that it doesn't produce any colors in between black and white (unless you zoom it to a very small size), it might only seem so when it rotates fast.

    So yeah, this is pretty much what rotated lowres stuff looks like at point sampling. You can only rotate it in 90 degree increments if you want to keep every pixel of the image intact. Other angles will look fuzzy.

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  • Awesome! Can hardly believe you added these so fast. The new expressions work like a charm and will be very useful to me.

    Thanks a ton, it's very much appreciated!

  • > This plugin has become very useful to me, great work as usual!

    >

    > rexrainbow I noticed that in the tmx file there is also image information for the tilesets available. Like the relative path and width and height. If I'm not mistaken, these aren't retrievable through the plugin. May I be so blunt to humbly request expressions for these?

    >

    I could add path expression next week. Width and height of tiles might be got by expression TileWidth and TileHeight.

    Thank you! I checked TileWidth and TileHeight again and they return the dimensions of a tile, the grid size so to speak. They do not return the dimensions of the tileset image. Sorry if that wasn't clear in what I initially wrote.

  • This plugin has become very useful to me, great work as usual!

    rexrainbow I noticed that in the tmx file there is also image information for the tilesets available. Like the relative path and width and height. If I'm not mistaken, these aren't retrievable through the plugin. May I be so blunt to humbly request expressions for these?

  • R0J0hound I was messing with your plugin and managed to get unique textures per instance by mostly just removing 'type' in the runtime.js in some places where it occurs. Apart from breaking the initial texture (it's just black now), it does load new images fine and works as expected as far as I can tell.

    Are there reasons why the Sprite sheet plugin doesn't use unique textures per instance or did it just happen to come into existence like that? Because I would deem it much more useful with unique textures, for the often mentioned reasons like dynamic use of tilesets.

    I guess I would like to suggest to you to change your plugin to have unique textures per instances or release an alternative plugin that does. I'm very much convinced you know what you're doing and therefore I'd rather much use something you made than my own mutilated version of your stuff.

  • RookieDev No problem, I hope it helps a bit in understanding the way this plugin works. The main thing you will be using are the expressions returning the noise values at the given coordinates: simplex2(x,y), simplex3(x,y,z), perlin2(x,y) and perlin3(x,y,z).

    There's really not anything more to it, other than setting the seed of course. It might also help to google some general articles/tutorials about perlin noise, terrain generation and related things.

  • Awesome Plugin!

    I wanted to know if you could go alittle more in depth when it comes to how i can use this for terrain generation inside construct 2?

    Im making a 2d sandbox game similar to Terraria using arrays right now but im trying to create natural feeling hills and mountains, I would love to know how to make this work in that way.

    Ive asked around but the info on what expressions to use and how to use them inside construct 2 is very limited on the forums.

    Thanks for making this plugin and i look forward to learning how to use this in game.

    I didn't really use noise in relation to platformers so far, so I might not be able to give a good answer here. Manipulating the original plugin example a bit I came up with the following: download capx.

    It's very rough of course, but I hope one can imagine how it begins to go in the requested direction. There is of course a lot more that goes into the generation of maps in a game like Terraria. You will have to make up a lot of rules on how the game will create its world. A nice thread about this I found online: Terraria and its random maps.

    Oh, and in case you are having general trouble with getting the most of and understanding the various expressions Construct 2 provides, remember you can always consult the manual.

  • One of the most interesting plugins I've seen! Especially useful when not creating a game but a tool of sorts in C2.

    Was only really missing show() and hide() from the available actions (was easy enough to add). Again, great work! Thank you for this plugin!

  • Just discovered this great plugin!

    I was wondering though, could this also be made to have a unique texture per instance like the tiled background object does? Or offset added to the tiledbg for that matter. Like others have mentioned this would make it extremely useful for loading tilesets dynamically.

    I'm asking to get at least a vague idea of what is and isn't feasible as I'm looking into textured objects. Thank you!

  • I was going to use crop fullscreen for an editing tool rather than a game. And in that case other fullscreen modes aren't very useful , since I simply want to use the whole available screen space and not scale the content to it.

    If crop was removed my only option would be to resize the canvas to the current window size I guess.

  • Since nobody seems to object and declare that this is somehow by design for the "Crop" setting, I went ahead and made a bug report.

  • Problem Description

    Objects on a layer with (0,0) parallax get displaced from their positions set in the layout editor when the fullscreen mode is set to "Crop".

    Attach a Capx

    Capx not required, please open the Top-down shooter template.

    Description of Capx

    In the top-down shooter template, there is a (0,0) parallax layer with a text object on it placed in the top-left corner.

    Steps to Reproduce Bug

    • Open the Top-down shooter template.
    • Set the fullscreen mode to "Crop".
    • Run a preview of the layout.

    Observed Result

    The text object appears displaced and doesn't remain in its top-left position set in the layout. Playing with the size of the browser window you can observe that the displacement changes. It is in its correct position when the window does match the window size setting in the project properties.

    If you observe the viewport values in the debugger, you will see that the non-scrolling layer gets negative values for the left and top viewports for every bit that the window is bigger than the window size set in the project properties.

    Expected Result

    The text object on the (0,0) parallax layer should remain in the correct position at all times.

    Affected Browsers

    • Chrome: Yes
    • FireFox: Yes
    • Internet Explorer: Yes

    Operating System and Service Pack

    Win 7 Home Premium 64bit SP1

    Construct 2 Version ID

    r190

  • Sounds a lot like it might have something to do with a performance improvement introduced in r187:

    [quote:18be914c]The renderer now experimentally skips rendering layers with zero instances on them, which could save GPU fill rate processing screen-sized transparent textures if they use a shader, blend mode or own texture.

  • I think I never really used the "Crop" option for the "Fullscreen in browser" setting before. Now that I have need of it, I noticed that objects on layers with a "Parallax" setting of 0,0 get displaced.

    To test this you can simply open the top-down shooter template in Construct 2. The project does have a text object on a non-scrolling layer placed in the top left corner. It does display fine in all fullscreen modes (apart from what you expect to happen when using Scale inner/outer) but "Crop". The text will not show at the top left corner anymore, but appear displaced inside the game area.

    This appears to be a glitch to me.