sddvgbfngmjhhngbf's Forum Posts

  • 12 posts
  • really good suggestions! with them I managed to make the saves work like I wanted too, thanks!

  • Very simple question, however I didn't manage to find an answer: whenever I save the game and then load it from a different layout, the game jumps to the layout where the game was last saved.

    What I wanted is to load the game but staying in the same layout, without jumping to the layout where the game was saved. Am I missing something and there's a simple way to do this?

  • I'm trying to make a small car game but whenever I'm using both "car behaviour" and "physics" behaviours at the same time, the car never drifts. However when I'm using the car behaviour only, everything works fine. What am I missing?

    Even though this is a top down game, there are a lot of collisions and object pushing, that's why I want to use physics also.

  • that method is so much better! I managed to do what I needed, thanks

  • hi everyone.

    So I was trying to learn how to work with arrays and tried to make a procedural generated tile grid, however and obviously, I still don't have the knowledge to do it.

    I tried to create a grid lets say, with objects in the array's Y coordinate from 1 to 6. After that, i wanted to generate an object in Y =7 and the Y=1 line was destroyed (I managed to do this last part). But for the rest, it always started and endless loop generating objects from 1 to 6, then from 1 to 7, then 1 to 8... I don't know if I'm explaining the problema very well, so I'll send the project file.

    Basically what I want is to create objects on the bottom side of the screen and destroy them in the upper part of the screen. Hope someone can help!

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  • but between the properties bar resize and the photoshop/image editor resize, the second option is better right?

    I tried in a blank project with a random picture with the properties resize and in the debug test shows that 7mb of memory is being used. When I resize it with photoshop, the memory sed drops to 3mb or something....but with the second option sometimes there's a lot of quality loss.. I guess it's something I have to live with!

  • Hello!

    I've been reading some tutorials and tips about how to create mobile games with good performance but I still have a small question, let's say I have one picture of 128x128px I want to use as a tile and this picture has a size of 3KB. The game will use 60x60px tiles. Is it better to:

    • use the original picture and resize it inside Construct 2 (which pretty much mantains 100% quality)

    or

    • resize the picture to 60x60px using photoshop (the size is now 1KB but the quality is slightly worse using bilinear filter)

    I want to know which one of this methods is most efficient performance wise, or if the difference is almost none.

  • Problem Description

    Sometimes when moving objects they don't move to integer positions. Instead they move to positions very very close to the integer one (ex. X=48 Y=48,000000001 instead of X=48 Y=48), even when the pixel rounding option is turned on. This is problematic in situations when we need to check if the X or Y of two objects are the same. This seems to happen only in Google Chrome

    Attach a Capx

    Description of Capx

    The grey squares represent the area limit and the green square represent the player. When the player moves to the top left limit, the position it takes is not an integer one.

    Steps to Reproduce Bug

    • Step 1 - Start the debug layout mode
    • Step 2 - Move the player to the top left position using the arrows
    • Step 3 - Try to move up and down along the left area edge (sometimes it takes more tries to replicate the error in IE)

    Observed Result

    Check that sometimes the player box takes non-integer positions

    Expected Result

    I expected the player to take integer positions (because the pixel rounding option is on)

    Affected Browsers

    • Chrome: YES
    • FireFox: NA
    • Internet Explorer: YES

    Operating System and Service Pack

    Windows 8.1 64bits

    Construct 2 Version ID

    r190 64bits

  • Hi, my name is Ricardo, 21, and I'm from Portugal!

    I've been interested in making games for a long time, I spent some time playing around with MMF when I was younger and last couple of years I've been using RPG Maker.

    Now I found Construct 2 and fell in love with it so I hope I can learn more about it with everyone!

    Nice to meet everyone

  • yeah I noticed, I did something like "int(Player.Y) + 1" and worked but your method work aswell

  • yea, that worked!

    I was trying to do something like pinning a transpartent sprite to the player, a little bigger than the player and checked if that sprite was overlapping the grass tile. It worked, but it's not very practical.

    Your method is much easier, thanks

  • Hi everyone. This is my first post here in the forums.

    I'm a really recent Construct 2 user and I have a lot to learn, so I've been doing some tutorials and experiments and I found a small problem so I hope someone can help me.

    So, I'm using 64x64 tiles, with "snap to grid" on, the grid is also 64x64.

    In the editor, it shows the real position of the player in the layout (the player is the 64x64 light brown square), with the Y = 192

    (picture 1)

    However in the game, it shows a decimal number, which is really really close to the real number (192) but it's not. And this is a big problem when I'm doing events in which I have to compare the Y position of the player (in ths case, I wanted to do something like if the player Y position is equal to the tile with grass Y position, something happens), because 192 is not equal to 191,999.... etc.

    (picture 2)

    Can someone give me some help? (I've attached the .capx)

    Thanks

  • 12 posts