Virpoja's Forum Posts

  • Yeah, thanks. Seems like we have come to the same conclusion. Best and easiest solution I have found is to either manually scale the assets bigger or to scale the entire game layers bigger. I wish there would be a way to disable full screen scaling for certain layers, I think that would do the trick.

    Once again thank you for your input. Hopefully some one can come up with more delicate solution.

  • Hi brushfe!

    Its more of a general problem I have run into with pixel art games. Right now I would like to make a small top down demo game with preferably using only 8x8 tiles on it. Screen resolution would probably be 240x135. I am also planning to implement dialogue system and that`s where the problem lies...

  • Hello!

    I am struggling to find a good way of fitting longer pieces of text on the screen with small resolution pixel art games. I have tried Sprite Fonts but can`t fit even those in the room I am working with. I have also tried moving texts on their own layer and scaling the layer down but that distorts the text.

    Best way I can think of would be to run game in full screen mode but keep the original unscaled text layer. This I think would be quite beneficial since you could work on sub-pixel detail compared to your actual game scale. However I haven`t found a way to achieve this. Workaround obviously being to scale your actual game assets bigger or to upscale your gameplay layers, but this will cause other annoying issues...

    Anyone have any ideas?

    SOLUTION:

    - Best solution i have come up with is to upscale actual game layers and leave text layer at 1x. This way you can multiply the amount of pixels you work with in your text. Upscaling game layers was surprisingly easy and did not affect performance.

  • Ok thanks! I`ll run some experiments

  • Thank you for your reply.

    Movement pattern with alpha clamp seems quite close. Is there a way to use other colors than white? I could not find a way to change it. Other than that I think you could spawn sprites so that alpha clamp would do the trick.

    I need to look in to the possibilities of this solution.

    Thanks again!

  • Hello all!

    I really love the aesthetics of a game called A Short Hike. Especially the dynamic water effects on that game. I have been tinkering around to create something similar but haven`t really come even close to a feasible solution.

    I think the best approach would be to use sprite mesh with some sort of edge recognition but I really can`t figure out how to set mesh points this way. I also realize A Short Hike is an 3d game and what I am trying to achieve is just a poor man`s version of it.

    Project file contains a video of an effect I am after.

    dropbox.com/s/0y2dv1sdwmilh4i/Dynamic%20water.c3p

    Any help would be much appreciated.

    Tagged:

  • Thank you so much WackyToaster !

    Your solution works like a charm. Haven´t used pick all condition before so learned a valuable skill here also so thank you for that too!

  • Anyone?

  • Hello fellow Constructers!

    I came a cross a bug in one of the Construct 3 examples (wall creatures). I have been using this as an AI for one of the enemies on my project but can`t seem to be able to fix the problem. I reproduced the bug in attached capx file. The thing is that AI works mostly fine but sometimes bugs when you have a seam between two tilemap objects.

    Anyone have an idea how to adjust the script to get it working with more than one tilemap objects?

    CAPX download link

    dropbox.com/s/i7xj7vmp8ab7u4z/WallClimbHelp.c3p

  • Perfect solution! Thank you so much! I was quite certain there would be a simple solution, just could not find it.

    Thanks again!

  • Hello fellow gamedevs!

    I need help, but am not quite sure what I am actually asking... So even pinpointing me towards keywords & resources would be fine.

    So I want to achieve an effect were TilledBG or Sprite is pinned on player and moves along with him (EASY PART), but texture of the said BG or Sprite remains stationary (HARD PART).

    So think of it as Parallax scrolling on the object itself is 100% but Parallax scrolling on texture is 0%. I could probably achieve the effect with the use of layers but it would be very ineffective since said BG / Sprite would have to cover the whole layout. (unless I am missing something)

    Anyway, I hope someone can help and I am happy to clarify the matter further if I did not do a good job explaining it. (ps. I really hope there is a simple solution I am just missing here)

  • Thanks ASHLEY. Thats what I thought... So for video to be recorded and shared to Twitter inside Construct via events is not possible at the moment. Atleast not for desktop builds.

    If I understand correctly for it to work web share API needs to release support for Chrome and then there needs to either be a way to record other than webm formats or a way to convert them.

    Also thanks for rafaeltrigo for your input.

  • In your example its being saved to binarydata as h.264 but did you try downloading the video? Which format is it? Or is it the actual downloading that is messing it up? I need to do more testing on it later.

  • I tested it out. When you download it saves as video.mp4.webm so its only named mp4 but it is actually .webm. Atleast I think so when testing on my phone. ( can't get to my pc right now)

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  • Thank you ASHLEY. Tested the example again on Android and in principle it seems to work. So there may be hope in the future if web share API will include support for Chromium so it would work on desktop exports.

    Problem with Game recorder and Twitter seems to be that Twitter only supports mp4 & mov video formats and Game recorder only records webm if I am not mistaken. Do you know is there any workaround for this inside Construct? Although it seems unlikely, is there a way For example file conversion or a way to record other than webm formats?