RobstaMobsta's Forum Posts

  • 15 posts
  • Hey dop2000,

    Thanks for your response, yes, the same happens when copying to a blank project and all the things you mention are correct, z-elevation is zero, angle is zero, and layer-scale hasn't changed as far as I am aware. Position is 0,0.

    It's such strange issue. It looks ok if I don't full-screen, but when I full-screen, you can see either the blurry tiles when set to bilinear or trilinear, or perfect tiles, but pixelated HUD & Menu boxes if set to nearest. Full screen quality is high.

  • Hi all,

    I've been looking into this and I can't find a solution. I'm making a simple Platform game but I have some discrepancy in the quality of the sprite depending on the sampling method used.

    Sampling Nearest with pixel rounding, I get a clean tilemap and jagged UI Sprites (this includes HUD, popups etc...

    Sampling with bilinear or trilinear gives me clean UI and HUD but a blurry tileset.

    I've seen in the past people have had similar issues, but it seems to me that this is a simple fix for Pixel Art games. My game is not a Pixel Art game but the tiles as you can see are made with straight lines. Is there a way around this to have both clean tiles and clean sprites?

    Thanks in advance!

    Tagged:

  • Hey Maverick1912 Thanks for your help with this. As promised you received a credit in-game. https://gamedistribution.com/games/sticka-stacka.

    Appreciate all the help.

  • Thank you both, I am using on touched rather than clicked. There is an Every Tick in the code but shouldn't have an affect on the on touched object to show the next level. I did add a Once If True but that didn't seem to change anything.

    I'll keep digging and if I can't resolve I'll post some screens of what I have.

    Thanks again, your input is appreciated!

  • Hello, I have a strange problem with my game. It's a single layout that uses a global variable to determine the level. So if the level is level 1 it shows animation frame 1. If it's level 5 it shows animation frame 5. The game works fine on desktop browser but when played on mobile browser I get a level skipping issue.

    When you complete a level, the global variable gets 1 added to it. But when playing on mobile, its skips a level so I play level 0 (tutorial), then it jumps to level 2, then 4 occasionally it skips 3 levels and sometimes none at all. Usually it's 2.

    This only happens when I tap the next level button. If I click to another layout and come back I get the next level.

    Has anyone come across this before? Is it a timing issue or even a touch object issue adding to the Global? I can't see any issues in the debug when testing on browser. Any help would be very much appreciated.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Thank you, I really appreciate this, you really have gone above and beyond.

    Both examples work really well and I can and will learn from both. This is really great. Many thanks again Maverick1912.

    I'll be sure to show you what I'm making when I'm done, You'll certainly get a credit in-game.

  • So even though I was setting the position to increments of 16px, sometimes I could drag and drop and the positioning would be a few pixels out and the rows wouldn't 'snap' to position and would be sometimes overlapping by about 4 or 6 pixels. I couldn't work out why that was happening even though I had set the exact positions in global variables. I would need to tap the row again for it to snap into position.

    The other issue I had was when I started the drag I was saving the start position to a global variable and swapping the next row it overlapped with and moving the next row to that start position.

    However, I realised if I wanted to drag down more rows, all of those rows would then move to the start position, not really bugs either of them just not refined.

    The other thing that I've learned looking at your example is you use one sprite and I have a different container sprite for each row which makes more sense from an efficiency point of view.

    Again, I can't thank you enough.

  • Maverick1912 I really appreciate you sending this through, this helps a lot from both showing how it can be done and a learning experience. I can't thank you enough for your help.

    While I had something working for the top two rows, it was buggy and ultimately would have created more problems down the line and my events list would have been at least 10x what yours example shows.

    Again, very much appreciated.

  • Hello all,

    I have a several rows, each row is draggable (up and down / y axis only).

    What I need to happen is let's say I drag row 1 down the list I would like the other rows to move in place. So as I drag and collide over row 2, row 2 moves into row 1.

    Example

    Start:

    1 (Drag this row)

    2

    3

    4

    End:

    2

    3

    1 (drop row here)

    4

    If I drag down to row 5 then all the rows above it move up one space. I should be able to drag any row to any position as many times as I like without issue.

    Does anyone have any ideas on how best to do go about this?

    Many thanks in advance

  • Thanks dop2000, something certainly is conflicting. I have added labels to the tweens but that didn't seem to help, after playing around and adding some Globals for left and right touch and set them to zero when they are not being touched, I managed to get some response. From there I've run down a rabbit hole. I had one turnbar to get the width for the tween e.g -200 to +200, I've added a second bar which works in as far as it responds to left (0 to-200) and right (0 to+200) touch but while the tweens revert to zero when not in touch, the global variable with the value of the width sticks (maybe because I'm not trying to set the gVariable from two different width values). All this however messes up my keyboard controls and I still don't really understand why keyboard controls work but touch requires different logic?

    In anycase, I'll stick at it and hopefully work it out. Thanks again for your response.

  • Hello,

    I wonder if anyone could point me in the right direction. I have a small problem with touch controls. I have keyboard controls that work fine but the touch controls do not want to work. Please see these examples below. I am using tween values to give cars different turn, speed and drift values. Works great with keyboard but when applying to touch, turning left / right doesn't want to play.

    Keyboard

    If I do this with touch controls instead of keyboard it doesn't work and I am unsure why the tween will not work.

    Touch

    I have a touch object on a sprite for acceleration using the same tween behaviour that works. just the turning left /right

    Thanks in advance for any ideas you can provide!

  • Thank you, I had solids in the first place and it wasn't really playable especially with 7 AI cars all using MoveTo to get to the next checkpoint, if you go caught up in a mix you couldn't move and wasn't fun. Wasn't so bad with 4 cars.

    I didn't play around with the density setting, I'll have to investigate that some more. I will give it another go and see what I can come up with. Appreciate your response!

  • Hi Constructors,

    I started making a top down racing game, and managed to surprise myself and got quite far, learning about arrays, particles effects AI opponents and all that good stuff.

    What I am stuck on is how create good collision physics.

    Right now, the player car is using the car movement plugin, the other cars are using MoveTo. if I have 8 cars on track, the cars colliding with each other is clunky and somewhat unplayable.

    I tried making a physics objects and either pinning or setting position to points but physics object seem to pass through each other.

    Can someone point me in the right direction of creating a semi decent car collision?

    Many thanks in advance!

    Tagged:

  • Hey Linkman, thanks so much for showing me this, I've been playing around with it this morning and it is a great way of doing it! I wasn't even close to looking at it that way as I was convinced I needed various arrays and such, I really appreciate you taking the time to whip up the example, it's extremely helpful.

  • Hi All,

    Hoping someone may be able to help with this little problem I'm trying to solve.

    I have one object with 10 frames, each frame has a different colour box. I have 3 instances of this object on my layout and I want each object to jump to a random frame, but not duplicate. For example, Red-Green-Blue and not Red-Blue-Blue.

    I have been looking at arrays and the various tutorials and forum posts and I think that arrays are the way forward however it's not my strong point and I don't feel I fully understand them and while I can create an array of random numbers and can get the objects to pick up a number from the array, they all pick up the same number rather than a different number each. So all three objects always jump to the same frame. I had a look at the tutorial about not picking duplicate numbers but I think my struggle is actually applying the each number to an instance of the object and setting the frame number.

    Any thoughts or ideas would be greatly appreciated and if I'm being an idiot and going about it completely the wrong way, please do say so!

  • 15 posts