shushpo's Forum Posts

  • Hi, good folks! I'm kind of in a struggle with choosing the right resolution for the art assets.

    I am making a platformer game with hand drawn (on a graphic tablet) graphic (so, no pixel art).

    As my graphic style is rather specific, tilemaps are not really suitable for the most part my project.

    So, I decided to draw the whole "immovable" part of the level and later import it as one whole sprite on a separate layer. The actual "interactive" part of the environment will be invisible and will be on main layer. It will be just "a skeleton", made with simple forms.

    The first level of my game is 3x 1920x1080 screens (5760x1080). So, the question is: should I draw the level in the exact same resolution or should I try to double it and the scale it down in C2?

    The main reason of why I am asking this question is that since it is raster based graphic it will look bad on screens with bigger size than 1080p.

    I am also worried if such a massive sprite will affect the performance of the game (I plan it only for PC release). Does the scaling is always good? Does it helps to prevent quality loss when the game scales the screen to the bigger resolution?

    Thanks in advance!

  • One more piece of advice: START SMALL.

    A lot of people have this first game idea that is this huge platformer quest or RPG or something that will take years to complete. My advice would be to pick a small project that you know you can finish in a few weeks or months. Project 2 can be bigger, but while you're learning, it's so important not to bite off more than you can chew.

    Yeah, at first I had a lot of ideas but I try to cut everything that seems to be too complicated and make it as simple as possible Thanks for your response though!

  • Cipriux, mekonbekon and zenox98 Thank you! I'll look into your advices. Looks like I need to do some more digging into the basics (especially those that are not in the free edition), before starting the project Have a good day!

  • Hey, I just wanted to ask if there are some general advices or things that I should consider before starting to build the project.

    I've tinkered for a while with free edition and now I'm ready to buy a license and finally start to build a full game, from start to finish.

    It will be a platformer with hand-drawn graphics and animations. If you got any useful tips for a beginner, I'd be really glad to hear them!

    Thanks in advance!

  • Well, I've tried the method above, but it did not work for me (for some reasons). So, I tried multiple ways, including using timer and other tools.

    Finally, I found an easier way to do the trick (maybe anybody will find it useful).

    So, I make a box and set Platform and Solid behavior to them. I set Solid behavior initial state as "disabled".

    Then, I create an event which concludes of two conditions. First: Player box is overlapping box at offset (0, 10). Second: Player box Y coordinate is less than box's Y coordinate. Then, assign an action: set Solid behavior enabled for box. Add sub-event: Else, box's Solid behavior is disabled.

    This way lets you move boxes (I guess that precision can be achieved with tinkering with the Platform behavior of box) and it does not interrupt the walking animation of a player.

  • You could do this with the platformer behavior + a little bit of custom work:

    1. Create an instance variable for the player called prevx.

    2. Create an invisible sprite for the top of the box.

    3. Set the top sprite to solid so that the player can land on it.

    4. Every tick set boxtop.x + box.x

    5. Box -> is overlapping player -> set box x = self.x + player.x - player.prevx

    6. Every tick set player.prevx = player.x

    Sounds promising, I'll try it. Thanks a bunch!

  • You should apply Physics behavior to your player and the box to make it nice and realistic.

    I am trying to avoid using physics, because it brings a lot of complexity in the project (and random stuff starts to happen). Thanks for the advice, though!

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Hello!

    So, I am trying to figure out how different game mechanics can be realised through Construct 2.

    Now, I am trying to make the player to push the box in front of him.

    I figured out two ways (while digging this forum): one involves Solid behavior (but it results in stuttering walk animation of a Player) and the other is without "solidifying" the object (but that results in a fact that player can't jump atop of the box).

    Is there any way to make the animation play smooth, while using Solid behavior? Or is there a way to make the Player to stand atop of the box, without attaching the Solid behavior to it?

    Thanks in advance!

    media.giphy.com/media/3o7btUVczBiSPU1YLm/giphy.gif (box_1 here is without Solid behavior and box_2 is with Solid behavior)

    i.imgur.com/VurK4Y5.jpg (here's my events sheet)

  • Hey, is this thing on? Yeah, okay then.

    I am a graphic artist and I thought (for quite some time) about creating a game. As I don't really like the coding I started to try multiple software that does not need programming skills so I can use it to make a simple platformer. I stumbled upon Construct 2 on Steam and decided to give it a try. I found it surprisingly easy, compared to other software that I looked into.

    I already designed the base of the game "on paper", so now I am in the stage of testing different mechanics and creating art resources for the game.

    I am planning to buy licensed version and start building the game itself once I'll finish testing the ideas that I have in mind. I already got a lot of questions, but I'll try to solve them myself, before posting.