tgeorgemihai's Forum Posts

  • zenox98 vitorfgd

    Thanks... Since the player has different speeds, I will use a global variable to store and restore it ... However isn't there a better/cleaner method to do this ? The game will be for mobiles so I want to have my game as clean/optimised as possible

  • The problem is easy, but I can't find a simple way to solve it

    How can I reduce player's speed when is overlapping an object and regain it's original speed when is not overlapping that object ?

    These are my events:

    The problem is that the second event (player is not overlapping stairs) is executed at the very start and increases player's movement speed.

  • shinkan

    I know that, but in this topic it says something about extruded borders and a possible fix to reduce seams ...

  • nimos100

    Thanks anyway

    I know how to use Tilemaps ... I wanted to know If I can use Tilemap with multiple resolutions/aspect ratios

  • nimos100

    It works, no seams, but also no multiple resolutions

    Can you tel me what settings I should use ?

  • nimos100

    Tile width - 72

    Tile height - 72

    Tile X offset - 0

    Tile Y offset - 0

    Tile X spacing - 1 (1px space between tiles)

    Tile Y spacing - 1

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  • nimos100

    Pixel rounding - On

    Sampling - Point

    Fullscreen in browser - Scale outer

  • Napelazam

    Did you read the tutorial ?

  • Is that the tilemap that you use in the game, or is it a scaled down version?

    I tried downloading it and load it into C2, but there are not really any setting that will work with that tilemap in regards to avoid seams. (If the white lines are the seams you are referring to.) What sizes tiles are you aiming for?

    I work with 720x720 Scale Outer ... That is the Tilemap that I started working with. Is ripped from Pokemon GBA (as a placeholder until I make my own art). I edited it with XBR 4x to reach 72x72 pixels per Tile.

  • I am currently working at a RPG map (like Final Fantasy/Pokemon). Since I want my game to support multiple resolutions/aspect ratios, I ended using 9-Patch, Tiled Background and Sprites.

    Is there a way to fix or at least reduce the seams in Tilemap without using Letterbox integer scale ?

    I've read here something about extruded borders ... Can someone explain me what this means ? Can this help me to get rid of seams or at least reduce them ?

    This is my placeholder Tilemap:

  • About that lag issue on every tick, well in my project I build an way to Set Animation action ever tick below the main every tick that set the position of the player.

    https://www.dropbox.com/s/8nhrxd39el5zcnv/sample.png

    ...

    So basic, If you set the animation every tick below the main every tick where you set the position of the .scml/.scon to the rectangle, will be no lag.

    Thanks, I will try your method <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

  • aolko noroironin

    Go back to page 4 ... The link is there

    Plugin seems to be broken when exporting to node webkit. Doesn't animate. Random blocks missing. Using latest plugin and c2 r144.2

    Same issue with r167.2

  • KFII

    lucid

    I know about scale ratio. I was referring to the Spriter object itself (

    ).

    Practically I am asking to get rid of the green box sprite helper and use directly the Spriter object for detecting collisions and use of image points. When the character is down, the collision box becomes smaller, example: from 64x128px when the character is standing -> change to 64x64px when the character is down, the scale of the animation remains the same).

    I don't know how bad was the delay before but I can clearly see it now on various browsers (Chrome, FireFox, Dolphin, CocoonJS ...) on my Android tablet (QuadCore, 1GB RAM, 1280x800) ... and kind of ruins the fluidity of the game ... I can record a short video if you want more details

  • Bug report (i'm using C2 stable r163, Spriter B7, latest plugin 14-04-2014, Win 7 64 bits)

    Not sure if this problem was addressed yet or not: there's still the delay in scml object position when it's set to a C2 box sprite every tick (platformer, when the player jumps: if you keep the player box visible then you'll see what I mean, also pinning does the same delay)

    Hope it can be fixed, thanks in advance! : )

    lucid I have the same problem

    On PC looks good (is not noticed due to high frame rate), but on my Android tablet the stutter/delay can be seen clearly.

    Box sprite (with Platform and ScrollTo behaviors) with Spriter animation attached every frame -> Spriter animation stutters when the player is moving

    Spriter Test 1

    Spriter animation (with Platform and ScrollTo behaviors) -> The Level/Layout stutters when the player is moving

    Spriter Test 2

    The same issue appears in real-time demo ...

    Also I noticed that the main Spriter object works like a normal object/sprite (with behaviors and stuff). Can you add some features like changeable origin image point (to be at base, not only at center how is now) and the possibility to change its size ? That would help to get rid of the "green box sprite"