the.sand's Forum Posts

  • Thanks for the tips all! I was able to make things look much sharper.

  • I've noticed a funny quirk of the grid-based movement system.

    To move my player between levels I find the X/Y position of the origin of the sprite where I want to move the player to (warpTo sprite) and then set the player's X/Y to inherit these values. The two sprites are the same size (16x16) and have their origin point in the same position (0,16) so the player should end up in that exact location.

    What ends up happening is the player appears a few pixels below this point. Sometimes even on partial pixels (y:26.777)

    If I disable grid-based movement this doesn't happen.

    If I increase the player's grid-based movement speed, the issue worsens (they end up 10+ pixels past the point I sent them to)

    This made me think maybe the player was still moving after being sent to the new position but even when I wait for the player to stop moving (not isMoving) before sending them, I get the same issue.

    Any thoughts on what might be happening?

    Thanks!

  • Ah ok. So does C3 have this issue because it's browser-based?

    Other engines like Unity and Game Maker don't seem to have this problem so that would make sense.

  • Hi all!

    No matter what I try all my text, using regular fonts or pixel fonts, appears blurry.

    My goal is to achieve sharp, pixel-perfect fonts without having to use a spritefont (as spritefonts create difficulties for localization)

    Here is a sample project that shows the issue: https://drive.google.com/file/d/1r-j06HFiHY99fAxrN6ZRIkneiEUyzIhp/view?usp=sharing

    The problem is most apparent if you full-screen it while running.

    Any advice would be greatly appreciated.

    Thank you!

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  • Hi all,

    I've recently started talking to publishers about my game and some of them have expressed concern when it comes to porting a Construct game to Xbox, Playstation, and Nintendo Switch.

    I've heard it's possible to do but haven't found any good examples I can point publishers to to ease their worries.

    Does anyone have any examples of games that have been ported to these platforms? Is it possible?

    Thanks in advance!

  • Hi all,

    We are making a pixel art game in construct and are having legibility issues with our white text. Most game engines have a built-in drop-shadow option for text but Construct 3 does not.

    We are looking to hire someone who can build an addon that will allow us to add drop-shadows to text with 0 blur to get that retro pixel text feel.

    I've attached an image form Chrono Trigger as an example of the text drop-shadow style we're looking for:

    Please reply if interested.

    Thanks!

  • Thanks for your help lionz & dop2000!

    Turns out that it will still register the enter key so I went with that.

    Thanks again!

  • Thank you so much oosyrag for your response.

    I'm going to look into both of these methods and see what works best. Constraining the updates to happen only if on screen is a great tip!

  • Hi all,

    I am trying to set a trigger so that if the player holds the shift key for 2 seconds, the input closes.

    The problem is, when the text input object is "focused", construct doesn't seem to be able to detect specific key presses or holds until it is unfocused.

    Are there any work arounds for this so that I can use a key hold to close the text input box? My game does not use a cursor at all so I need to do this using the keyboard.

    Thanks in advance!

  • Hi all,

    I am using a tilemap in my top down RPG game and I would like to animate the water tiles. I can imagine a couple ways I could do this.

    One would be to use sprites and animate them but I am worried about how heavy this will be on the system when there could be thousands of these tiles. Another way I thought about doing it would be to use tileIDs and just continuously switch from one tile ID to the next to the next but I'm also worried about how computationally expensive this will be.

    Does anyone have a method that is light and works well?

    Thanks for your help!

  • Thanks dop2000!

    I was aware of the duplication that occurs when both sprites and layers are set to be global but I just wasn't sure if I could set specific instances of sprites to be global when they are on the UI layer.

    But I think "You can't set an object global with events." answers my question.

    Thanks again for all your help!

  • Hi all,

    I am wondering if it is possible to set a sprite to be global if it is on a specific layer (my UI layer). I don't see this as an action anywhere.

    Thanks!

    Tagged:

  • dop2000 Oh that does work! I don't know why I thought it didn't yesterday...must have done something else incorrectly.

    Thanks again for all your help! Saved the day again!

  • Hey dop2000 thanks for looking into this!

    I see what I was doing wrong was passing items.uid instead of stone.uid so this does work for specific instances but I wonder is there a way to do this with families?

    For example when my character collides with anything from the "crop" family, it doesn't know specifically which crop it is picking up until it sorts it into the inventory so I don't say carrot.uid, artichoke.uid, I can only say crops.uid but I just tried this and it doesn't seem to work.

    Any thoughts on this issue? Or does this method just not work with families?

  • Hey dop2000 I did try running in debug mode and the boolean seems to be set correctly. For testing purposes I have my "stone" items set up to be stackable, and my "wood" items to not be stackable.

    Here is a link to my project file if you feel like taking a look: drive.google.com/file/d/19UZv_z6WOANSNEDxOCatcf-061sgZf40/view

    I appreciate all your help!