Zynt's Forum Posts

  • 14 posts
  • I don't want to start a new thread regarding screen resolutions, and I'm not sure this is the right thread to ask, but I was wondering if 800x600 is the best native resolution for browser games? I really don't have a clue where to start with the native screen size, as there's soooooo many different answers on the web when I search.

  • Many thanks! You can see the game in action and even play the pre-alpha build for yourselves! I edited the main post to show where you can get it

  • "You are a Binalblade. You have trained for years to harness the power that either the Sun or the Moon provides. One half of a whole. Alone, you’re strong and possess a great strength. But you’re not alone. You have a partner, an opposite that compliments that which you don’t have. Use both the powers of day and night to navigate the deadly and corrupt locations in the land of Xenvola and find out the true reasons behind the dire imbalance that is plaguing the land. Blazefall Binalblades is a 2d hand drawn, fast paced side-scroller. You play as Vox and Vinyl, a pair from a secretive order known as the Binalblades. Featuring a thoughtful day and night system, you will have to plan your route carefully, whilst utilising Vox and Vinyl’s power of the Sun and Moon to overcome the challenges faced in the many unique levels and intense boss encounters."

    Hi everyone. I've been busy working away on my latest project, titled Blazefall Binalblades. Of course the game is being created in Construct 2!

    The Kickstarter campaign for Blazefall Binalblades is also live. Your support would be greatly appreciated! Also you can play the pre-alpha build for yourselves via a link on the campaign page https://www.kickstarter.com/projects/1681990423/blazefall-binalblades

    We're also on Steam Greenlight. If you like the look of the game, it'd be great to get a vote up from you http://steamcommunity.com/sharedfiles/filedetails/?id=409062119

    Below are some in-game screenshots and some artwork for the game. Please, let me know what you think and provide some feedback

    Gameplay footage is available for you all to see the game in action! Check it out here

  • Thanks very much for the information. It's definitely cleared things up for me I'll take the power of 2 - 2 into consideration whilst designing the graphics.

  • I understand the whole power of 2 idea and how all your graphics should be a power of 2, to increase performance of your games, but there's something I'd like to know, regarding transparency.

    I get that you need to use as little transparency as possible in your sprites and you can crop out any transparency around your sprites, but by cropping the transparency, it will change the sprite's size. Do your sprites only need to be imported at a power of 2 size, then you can scale them down to whatever size you want? Or do your sprites have to stay at a power of 2 size, even when cropping out transparency in engine?

    Thanks for any advice anyone might have!

  • Sort of. Fewer frames per second means fewer characters are shown per second. DT is simply the time it took to complete the previous tick. To keep the effect at a constant speed (or as close to constant as possible), you'll need to modify the effect to take dt into account.

    Take a look at this: [attachment=0:2nd0gu5f][/attachment:2nd0gu5f]

    Thanks for the example file. It looks like I'll have to rework my dialogue system in order to get it like this. Ah well, on to work I guess!

  • I've been using the typewritter effect, for in-game dialogue. The timing is set to "Every tick", but some lines appear on the screen noticeably slower than the other lines. Is this something to do with delta time?

  • I think what you're asking for is for the platform behaviour to behave more like the physics behaviour by preserving momentum. I think the only way to achieve what you want - consistent behaviour whether jumping off a platform or not - is to write your own x velocity code using events. It sounds like you've done that already for when the player jumps off a moving platform. For the rest, then, set the default platform deceleration to 0 and set x velocity to reduce to 0 as you have already. It might take a bit of experimentation to get the effect you want but at least then it'll be consistent wherever the player jumps. I've personally found the default behaviour OK for a quick prototype but things like this require some alternative behaviour writing using events.

    Many thanks for the advice. I'll get right to it and start experimenting with some events to set the velocity!

  • I'm halfway to getting this to work, but it's still not 100% working.

    Basically I want the player to move with a horizontal moving platform, whilst the player jumps on the platform. If you jump on a moving platform with the platform behavior, the player sticks to it and can move about no problem, but if you jump, then the player goes flying back, as they're no longer moving with the platform.

    Right now I have it to set the X vector of the platform behavior to itself, if the player doesn't press any button whilst jumping. Then to allow the player to move around whilst they're jumping, I increase/decrease the max speed as required.

    This works for the most part, however it ignores the acceleration and deceleration for the platform behavior, due to it needing to set the X vector to itself if the player isn't holding a direction. Does anyone know of a better way of doing this?

    Many thanks!

  • Sounds like you just need to set the enemy's VectorX to 0 when it's hit.

    This sorted the issue out perfectly! Many thanks Kyuzo

  • I'm sure that this must be a very simple thing to do, but I appear to be having a little issue with using the platform behavior with enemy movement.

    Basically the enemies have the platform behavior to control them. Upon the player attacking an enemy on the ground it's not a problem, but if the enemy is attacked in the air, whilst they're jumping over the player, I want them to stop their current momentum and fall down to the ground. The problem is, I can't seem to get this to work. They just keep going along their current trajectory. Disabling the behavior just stops them dead in their tracks and ignores gravity. Disabling and re-enabling the behavior just resumes the trajectory too.

    Is this a case of needing another behavior attached to the enemies, that it switches to upon them being attacked?

  • Ah ok, that makes sense. I never thought about having multiple camera positions. Hopefully with some experimentation, I should be able to get the desired results.

    Thanks a lot for your help!

  • Try this :

    every tic ------------ camera set x : lerp(self.X,player.X+200,6*dt)

    Change the 6 to get what you want.

    Thanks for the response.

    It's not quite the camera behaviour I was looking for. It works in the sense that the camera is always ahead of the player, but I want the camera to reposition itself to the player if they're not moving.

    Basically if the player is standing still, then they're in the centre of the screen. When the player starts running, then I want the camera to move ahead of the player. So if the player runs to the right, then the camera will move in front of the player to the right of the screen and if they run left, then the camera moves ahead of the player to the left side.

    The event that I currently have (the one in the screenshot) functions how I want the camera to work, in terms of how the camera slowly moves when the player runs, but I just want it to work in the opposite way that it does. So instead of the camera always moving behind the player in the direction they're running, I want it to do the opposite.

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  • Hi everyone.

    I apologize in advance if this issue has been solved elsewhere on the forums. I have tried searching to see if anyone else has asked this question before, but I couldn't find any threads on it.

    I'm currently having trouble with the camera. I'm wanting the camera to move in front of the player, so when the player is running, they can see what's coming up ahead better.

    I have the smooth camera working, where the camera positions itself behind the player no problem. Here is a screenshot of the event for the camera:

    [attachment=0:2kg9xzar][/attachment:2kg9xzar]

    The first thing I tried, was to place a minus in front of the 10 where it says "PlayerController.X, 0.10". However this just breaks the entire camera and it goes crazy. So basically all I want to do is make the camera position itself in front of the player instead of behind.

    Any help on this would be greatly appreciated. Thanks a lot for your time!

  • 14 posts