Steven's Forum Posts

  • Some Isometric stuff

    Example

    <img src="http://dl.dropbox.com/u/1487524/ForsakenForge/Tile%20Set%202/Example.gif">

    Sheet

    <img src="http://dl.dropbox.com/u/1487524/ForsakenForge/Tile%20Set%202/Isometric.png">

    Photoshop file for those that have it

    http://dl.dropbox.com/u/1487524/Forsake ... Setup8.psd

    You know SoldjahBoy, I don't think anyone ever really visits this part of the forum. I didn't even know about it until yesterday.

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  • Not the greatest stuff, it is 3 or 4 years old now. But I have been thinking of giving my old stuff away, so if it helps anyone, sweet as.

    I have an isometric set that I will tidy up and add later.

    Forgive the jpg format, this is just an example

    <img src="http://dl.dropbox.com/u/1487524/ForsakenForge/Tile%20Set/Tileset.jpg">

    Sheet

    <img src="http://dl.dropbox.com/u/1487524/ForsakenForge/Tile%20Set/Tileset1.png">

    Photoshop file for those that have it

    http://dl.dropbox.com/u/1487524/Forsake ... ileset.psd

  • Do not worry Quazi, it was an educational trip.

    And cheers Lucid.

    Is there any way to incorporate these sorts of plugins directly into Construct?

  • Cheers Lucid.

    Also, yeah Quazi, I am on Xp, and turning the caption off made it work perfectly.

  • Bursar wrote:That's OK then, so the OPs graphics will be padded to 2048x1024, and not 2048x2048 as suggested.

    That's correct.

    Padded out to the nearest power of 2 makes most sense, and I don't believe Ashley and David would have padded to the nearest power of 2 square for a second.

    Most of the time it will indeed be padded to 2048x2048. This is not a Construct limitation, but a graphics card limitation it seems.

    I think all graphics cards can support 1024x1024 textures, so for greater convenience you can cut textures in to chunks of that size. If you have edges to cover, you can cut them in to say 256x256 squares and they will use less VRAM than another 1024x1024 texture. Basically, the rule of thumb is to assume your texture is placed on the smallest square power-of-two size surface that can entirely fit your image (so 1024x50 size textures is probably a bad idea - it could use 1024x1024 size surface and waste VRAM - but some modern cards might be able to use rectangular power of two and place it on 1024x64).

    I quoted Ashley from this thread, where efficient high res texture loading is discussed at length.

    Mindlessmalk - If you use the grid and selection tools in photoshop it shouldn't be such a drag to get through

  • There is a grid, and a snap to grid feature(layout tab at the top). If you cut your images down into a specific power of two size, place a hot spot/image point(use the number keypad to place them accurately), this will help lining things up. Secondly, as far as i know, your 2048x768 sprites are being rendered as if they are 2048x2048. Which is wasteful. You should have a look at making tiles/reusable pieces that you lay down in the editor instead of making something huge in photoshop.

    Photoshop has grid tools, "Edit, Preferences, Guides, Grids & Slices"- Set up the sizes there. Toggle the grid on and off with "Ctrl + ' ". Under "view - snap", will make your marquee selections snap to the grid you have set up. So you can be 100% precise.

  • See if you can Import the first set(the one that worked) more than three times.

    Then start construct again and try importing the one that failed.

  • Something is going wrong when i run this Quazi, the cursor dot(sprite) is constantly drifting to the left.

  • Looking pretty sweet so far SoldjahBoy, love the glow sticks.

  • Is there any chance of having a look at a cap to try and help solve this one MrMiller?

  • Cheers for that explanation there Quazi. I have been pondering this question all afternoon, having Aha! moments only to figure out a reason shortly after as to why it wouldn't work. I knew it would come down to finding the change though.

    Is there anyway to get the physical mouses movements read? There is an unfortunate limitation that everything is based off the mouse cursors movement, which stops if you hit the edge of your monitor.

  • Ok, here are a few things to try.

    Use debug all and watch the global variable to make sure it is being set when you want it to, and that it is holding over on the restart.

    Set up an event isolated from the global variable to test that your level changing events are working.

    On keyhit 1 - go to layout 'etc'.

  • I was on a forum in the past that had monthly competitions and they had a 'traveling trophy', so the winner of the comp would have a little trophy icon as their avatar or in their sig or whatever, and the next month it would get shifted to the new winner.

  • Is there a way to make the distance event reference a specific instance of a sprite?

    distance(Object.X, Object.Y, Cloud.X, Cloud.Y)

    Say i have 10 Clouds, but want the distance to a specific one?

  • I don't think there is a way to change the default comment colour, however, if you get it set up how you want, then just copy/paste the comments, editing the text as you go it will maintain the colour.

    Personally i find this easier too, selecting and editing the text seems so much faster and smoother than setting up a new comment, even thought there isn't much in it.