UberLou's Forum Posts

  • Here is the latest engine demo for Bugs. I ended up scraping the entire project awhile ago and recoding and reorganizing everything. I think it's running much better. Check it out and let me know what you think.

    Download Bugs Demo 2

    Controls haven't changed but I'll paste them here from the first post.

    CONTROLS

    d: move right

    a: move left

    space: jump

    ctrl: roll

    mouse: aim

    left mouse: shoot

    middle mouse: throw grenade

    right mouse: melee

  • Just wanted to post up a new shot of the game and give a brief update. I've been working hard on Bugs, and I've made tons of optimizations and tweaks. I think its running pretty well. Enemies are also moving around and attacking now, so I hope to have a new demo up soon to get some gameplay feedback.

    I think the pic is too big for the forum, so click on the thumbnail if you want to check out the full size image.

  • Thanks for updating so fast lucid. I'm pretty sure I had set the correct layer set up, but I'll try it out with the new version when I get home from work. Also I'll make a cap to see if i can reproduce the blurriness later today. I was using a small pixel font with the aliasing of the layer set to point if that helps any.

    Edit: OK I recreated it during my lunchbreak and found the solution to both problems. I was creating a spriteFont object on the menu layout, then when you enter the game, I was creating a second one for a cinematic. I guess I forgot to set the sprite to use for the cinematic one, but somehow it still worked because it was writing the text. However the font was blurred and it was drawing on the wrong layer. Once I set the sprite to use for the cinematic one, it fixed both problems.

    Thanks for looking into it.

  • Wow this plugin works REALLY well. One problem I've come across though...is there any way to make sure the font draws at a rounded number position? Sometimes my font looks nice and crisp, other times its really blurry and I'm guessing its because its drawing at like (50.3, 70.1). Thanks!

    edit: Found another bug. The bitmap font scrolls with the screen even when put on layers that have the Scroll Rate turned off.

  • Great job man! I've been waiting for an update for this so that I can add it to my game. I already have a font ready to go and I'm working on it right now. Thanks a lot for making this!

  • I tested it on my laptop which is really underpowered. 220 with bone behavior, 360 without.

    1.7 GHz, integrated graphics card, 896 MB RAM

  • I use this method too. Another trick you can do is have each frame of the sprite animation be a different particle with play speed at 0. You can randomize the particles or have a variable that tells the emitter what type of particle you want to spew out.

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  • I've noticed this too for the left thumbstick. Thumb Stick Up and Down trigger Move Left and Move Right for platform movement, even if I remove the mapping for Thumb Stick Up and Down.

  • Well after not being able to get this working in my game, i set up another file and the picking doesnt seem to be working.

    Here is the cap: http://www.louisferina.com/games/families.cap

    The 2 blue sprites are in a family "blue". The red square is in a container with the blue sprites.

    Left clicking will spawn a bullet traveling to the right. When it hits the blue sprites, it deletes the red square which will also delete the blue sprites in the container. One container of sprites should remain but for some reason both get deleted. I think that's a bug.

  • Thanks Noga, I'll add those to my bug list.

  • NP deadeye

    There only seems to be a bug in my game, maybe some junk left over after saving in different versions of Construct. I set up a similar situation in a clean file in 99.4 and it works as expected, picking from the family and then picking the instance in the container.

    I'll just recreate the families and containers in my game and hopefully that will fix it.

  • That bone behavior bug seems to have been fixed, its not on the list though.

  • Hmm..then if i understand it correctly, the events I originally posted should work. I'm picking instance A via a family, then trying to pick instance C which is in a container with instance A. I'll post a cap when i'm home to see if it's a bug or not.

  • Ah got it, thanks deadeye. For some reason I thought it picks the sprite in the family that matches the condition.

  • I have 3 sprites: A, B and C all in a container. Sprites A and B are in a family called "blue." I have a condition that picks "blue" when it's private variable health=0. In a sub condition, I try to pick Sprite C when its private variable state<100, but it seems to pick every instance of Sprite C matching that condition, not just the ones where Blue=0 and C<100. I don't understand picking 100% but i think that should work...or is something wrong with that logic? I'll set up a cap if that explanation is confusing.

    Thanks for any help.