Steely's Forum Posts

  • My earlier posts in this thread from 2013 are still correct.

    In non-tiled images C2 adds a 1px transparent border to allow soft-edged rendering and also has a consistent visual appearance to internal transparency too.

    In tiled images C2 adds a 1px transparent border as well, hope you can fix this.

    Thanks in advance.

  • I have the same issue at the moment when using tiled backgrounds, in my case I move the tiled backgrounds with 64pix/sec and it flash a ugly border.

    When I use the same image but then lay them one by one at a grid you wont see a flashy border when moving.

    Image don't have any transparency in the image editor either.

    Think the issue has to do with how the tiled background is rendered in construct.

    Hope that Ashley want to take a look at this problem.

  • [quote:i0srykz0]yea there is a 3d object sprite that is basically a 2d sprite image, but has the characteristics of a 3d model

    however Dont Starve game from steam its a 2d isometric game its not a 3d game

    Thanks for your reply, are you planning to make a template for a 2d isometric game like Don't Starve?

    QuaziGNRLnose

    Are you planning to make a tutorial for a Don't Starve style game?

    Thanks in advance

  • Like to buy this plugin, looks amazing but have 2 questions:

    1: is it difficult to create a game world like "Don't Starve" with this plugin, so we can just use sprites in place of 3d objects (like bill boards)?

    2: is there a simple example how to do the basics like the ground texture, placing 2d sprite objects like tree's, buildings and characters?

    Thanks in advance

  • We had the same problem 1 week ago and we solved first to delete the layer where it happened (plus 2 day's work gone ) but even more sadly this bug came back today at a other layer and it's very frustrating if you have to meet a deadline and then to read that Ashley is saying that it's not a bug so it got ignored?

  • Momo Thank you, I will take a look at it.

  • I just made a Admob account and have read the rules.

    You are not allowed to let a customer view an advertisement for compensation (gold coin, extra life etc.) but I have seen other app's doing that, I'm wondering if that rule has just changed or that I need to use something else? Or maybe create something else in the game to generate money from people that won't buy anything in the shop.

    Hope that someone can advise us on what is the best direction to follow or AD network to use in the games.

    Thanks in advance.

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  • Thanks every one,

    Ok here a example capx

    Because it won't work with pin behavior I made a simple example exact how it's made in my game, it works perfect here, because there is only 1 line of code.

    The game is a side scroller/runner game.

    Biggest problem is when its running at a phone or tablet, then his head comes a quarter inch of.

  • I have a character that has an attached head pinned to a body that has a image point(1) at top of the body.

    The body has a sin (height), the image point (0) of the body is at the bottom, the image point (1) is at the top of the body, when you apply a height sin to the body the image height go up and down, only not the image point(1) and that's the problem.

    I can't find any solution to keep his head on place when it jumps or fall down, at fast systems it's acceptable, but at slow systems his head comes of way to far.

    I have try:

    • pin (won't work) but should be the only way to get it work if the image point was updated according the sin I gave it.
    • Always put head at position body.ImagePointX(1),body.ImagePointY(1) works to slow, head comes still of.

    Do I miss something or is this not possible?

    Thanks in advance

  • Thanks for the reply, but I still don't understand why you need to pad them to a power of 2 to get a better quality.

    All my images are a power of 2 and the reason I wanted to export to high quality is that I blow up my images in the game to keep the download size small, most of my images are 32x32 and 64x64 or 32x64 etc. and blow them up as 64x64 to 128x128 etc.

    (maybe I don't understand it all right because English is not my first language)

  • This is how "High quality" has to look like? This doesn't make any sense to me, can you please explain.

    It was exported as high quality Full screen and down scaling.

  • Problem Description

    While exporting to any mobile platform, all your images in your export folder looks like this example c2 logo and it does not matter what size your images are, so your download size is 4 times the size as it should be and your images looking weird.

    Attach a Capx

    No capx needed for this issue.

    Description of Capx

    No capx needed for this issue.

    Steps to Reproduce Bug

    • Open Construct 2 and start a new project.
    • Create a sprite and import a image or just draw a image.
    • Export to any mobile game.
    • Open your export folder and check your image folder and see this result.

    Observed Result

    All images are 4 times in size and looks weird. (original logo 32x32) exporter image 64x64

    Expected Result

    All images in the right size and looking normal.

    Operating System and Service Pack

    Windows Home Premium SP1

    Construct 2 Version ID

    Business license Release 195 (64-bit)

    edit: just tested also export for html game and same result.

  • I had the same problem a while ago and here you can find the solution, hope this helps.

  • volkiller730 Thanks, but I know how to do it like that and other ways, but it was much easier when you where able to enable all layer collisions in one single event. Especialy when you are adding more stuff in the game later on as what was planned

  • Is there a way to disable/enable all collisions for a certain layer that is set invisible/visible?

    Saves a lot of work when you have your game and main menu's in the same layout but can't find a way to do it like that and was wondering if it's possible. If not then it should be a nice new future for C2.

    Thanks in advance.