Televangelist's Forum Posts

  • I've made a simple 'test game' with 9 rooms (1 layout per room). The player starts in the center room, and taking any of the 4 exits teleports him to the appropriate room (collision with an invisible object triggering an event that changes either your X or Y coordinate to the opposite side and then does the layout switch). There's just one problem... The player doesn't appear in the next room! Or if he's appearing, he's invisible. Both the player and his sprite are set to 'global', so I'm not sure what's going on.

    Here's the capx:

    http://www.filedropper.com/zzttest_2

  • That worked, thanks!

  • Hi all,

    I'm not sure why, but when my player moves, the sprite at his previous position is never erased... as a result, my player just paints a path wherever he walks. Amusing, but not what I'm intending. ;p

    Capx at the link below! Extremely grateful if anyone can explain to me what's going wrong here. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    http://www.filedropper.com/zzttest_1

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  • I've done those -- and unfortunately, it makes no visual difference.

    Alspal -- each of the three 'outer rings' of the image is composed of a single tile, and thus should look totally uniform. rather than the major variations one currently sees.

  • Thanks! Using an underlying color layer and then the 'multiply' effect worked for me, but then I've encountered this problem:

  • I've made the graphical basis for a simple game with ASCII/ANSI graphics. There are three layers; one for the graphics, one for the color (which is added to the ANSI graphics via the multiply effect), and one for the collision layer.

    Capx of my project is here: http://www.filedropper.com/zzttest

    The problem is that the graphics look weird and 'warped' (darkened in certain spots but not others) at certain zoom levels when I demo this capx in my browser, including the normal 100% zoom browser view in Chrome. It's a problem that's hard to screenshot, even; when you look at the screenshot I took below, the problem may only be 'visible' at certain zoom levels of your browser.

    I've tried everything I can in the options menu to fix this, with no luck. How can I fix this? I don't want the game to be zoomable at all even, I want it to be fullscreen or to take up a fixed amount of the screen with no graphics scaling at all. This game will be for use on computers only, never exporting to mobile devices.

    Thanks for any help you can offer!

  • That sounds perfect, actually!

    Sorry for the ignorant follow-up question, but... how do I multiply-blend?

  • I'm making a small test game with an ANSI art aesthetic, so I'm using the ANSI character set as a tileset, one character per tile, and ideally I want to use all different colors without having to have a different tileset for each color. Is there a way to take a tile and change the coloration on it like that?

    Thanks for any explanation/advice you can offer!

  • I'm making a small test game with an ANSI art aesthetic, so I'm using the ANSI character set as a tileset, one character per tile, and ideally I want to use all different colors without having to have a different tileset for each color. Is there a way to take a tile and change the coloration on it like that?

    Thanks for any explanation/advice you can offer!

  • Bump for input

  • For the platforming portions of my game, I want my player to be able to obtain a 'grapple claw' item that allows them to grab ledges with their hands they otherwise wouldn't be able to reach.

    So far, my plan for doing this is to create an invisible object overlapping the 'grabbable' part of the ledge. If the player comes into collision with that object, the game checks if you have the 'grapple claw' item, and if so, moves the player accordingly with the corresponding animation (temporarily taking over movement control from the player). Is this a decent way of accomplishing this goal? Is there a better way I'm missing?

  • Hi all,

    On projects that you work on, how do you differentiate between world-building (plotting out the game world and all its contents) and a proof-of-concept engine?

    So far I'm keeping them entirely separate -- the former is happening outside of C2 (though I'm not really sure what programs I should be using; Tiled, maybe?), the latter is all within C2. Not sure if I'm "doing it right".

  • Ahh, knew I was missing something! Thanks.

  • I'm making a nonlinear game with a very Zelda-y perspective. There are a lot of different weapons, pets, etc that the player can acquire at various points in the game. There's no screen scrolling, and my current plan is to make each screen its own layout for both maximum modularity during the design and building process (for example, if I want to rearrange the map quickly, or pinpoint exactly where some Player-NPC interaction is breaking) and ease of multiplayer integration (nobody has to sync if they're not on the same layout).

    Whenever I look at proof of concept demos people upload for C2, the usual thing seems to be that various common assets (for example bullets, the sword that comes out when your player hits the 'attack' button, etc etc) are placed outside the visible portion of the layout.

    However, that would swiftly become a royal pain in the arse for a game like mine; if there are 30 weapons and 20 pets the player could potentially acquire at some point or another in the game, it would be extremely annoying to have 50 of those objects sitting outside of the viewable area of the layout on every single layout (not to mention that adding a new weapon then means then going back and copy-pasting that weapon into every single layout I've previously made). I assume there's a simple solution for this or something basic that I'm missing, but looking through the C2 manual I'm not immediately seeing it.

    Is there a way to set some objects as 'global' across all layouts? Thanks for any pointers you guys can provide!

  • Hi all,

    Sorry to revive an old thread, but what ended up happening with this?

    -Someone on the last page suggested getting someone to make a custom behavior for Sonic the Hedgehog-esque movement. Has that been done? If not, for someone with the relevant coding skillset, what would be the time required to program one? Could other open-source reimplementations of Sonic the Hedgehog physics save time for making that happen?

    -Running the demo on a 5-year-old desktop computer today, it appears to have no slowdown at all. When people talk about it being poorly optimized, was that prior to the changes in how C2 handles collision? Or were the concerns more about performance on mobile devices? With the exception of a couple of bugs (in a lot of cases it seems like Sonic has troubles starting a roll down a curved slope) this seems like something you could reasonably build a Sonic fangame off of. MMF2's might be easier to work with, but MMF2 doesn't have multiplayer support...