smallrobot's Recent Forum Activity

  • randomly : Yeah that works grand, I was using params to hold it but the returnvalue is a bit cleaner - Cheers. It's a pity, would be super handy to be able to just throw a bunch of expressions into a var and pull it when needed.

  • Sorry if that title is hard to understand, I wasn't sure the best way to word it. Anyway...

    What I am wondering is can I store an expression to be used as a variable?

    For example:

    In my dialog system I am using this text to let my function know which dialog to call from the XML and set it:

    xml.StringValue("/Conversations/"&currentChapter&"/hint/text()")

    Now rather than copying and pasting this into every use, is there a way to set say a constant variable to hold that text and then apply it when needed, so that

    rather that having:

    Function On"fc_callDialog": Set text xml.StringValue("/Conversations/"&currentChapter&"/hint[@id='"&currentVerse&NumberLines&"']/text()") "[/code:3peseoio]
    
    I will instead be able to do something like  
    [code:3peseoio]Function On"fc_callDialog": Set text variableName[/code:3peseoio]
    
    (I am sorry if this isn't well explained, it is difficult to word the exact question)
    
    The issue is that it simply calls the variable as a string of text rather than considering any of as an expression? I get the feeling it isn't possible to do this in Construct but I thought I would check if anybody here knows something I don't about doing this.
  • smallrobot heh

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  • Hi all,

    I've been curious lately about the best way to achieve more detailed 2d platform graphics. I understand various different ways to approach designing graphics such as tilemaps, objects with different graphics on each frame etc, but for example take a game like Electronic Super Joy, lots of platforms within the game have jagged edges and bits hanging off.

    I know that's not perfectly explained, essentially I am talking about how you would achieve terrains like the image below vs something that is visually made up of very obvious square tiles, is it just lots of different tiles? Large single objects? Still images as the level background etc? I'm not sure what the best method is?

    If anyone has any thoughts on the subject I'd love to hear them

    Ben

  • Hey Magistross

    Thanks for such a quick reply bud - I don't know how I missed the text commands group, I feel daft now. That worked great, I added commands to select an object from a variable and then move it, change its current animation etc... so now I can just write up entire cutscenes in the dialogue and call them when needed, which is super handy.

    Thanks again!

  • Hey I love this dialogue system, took me a bit of reading to get my head around it but I've got it working fine now, I can call saved dialogues on the fly -

    One thing I am having difficulty with, I want to have in-game cutscenes and can't figure out how I would implement things like character movement during dialogue scenes (I know that's not well explained)

    An example would be: Npc says one line of dialogue, when the player hits enter to continue the dialogue the npc that is "speaking" walks to the other side of the room.

    Is there a way to, for example, call a function from within the saved JSON? something like "Hey this is some dialogue" {callfunction : functionname}.

    Sorry if this is poorly worded, I'm not quite sure how to describe what I mean

  • My game Dandy Cave Explorer is up on Google play (made using the graphics from the super platform asset pack <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">)

    Dandy Cave Explorer

    https://play.google.com/store/apps/deta ... .dandycave

  • They are saved from photoshop as PNG and the PNG recompression in construct 2 is set to normal. It isn't due to the format. Interesting detail, with High-dpi mode on and the game built with webview+ instead of Canvas+ it looks great, but High-dpi mode seems to not work with Canvas+, but Canvas+ has the superior performance.

  • I have tried higher size with higher PPI and then halved it in Construct 2, this made it worse. I should stress it is only on mobile that this is a problem, it looks very crisp on desktop but the Cocoon.io apk with Canvas+, fullscreen and portrait on is quite blurred and pixelated. I cannot figure it out, just to add detail I have been a graphic designer for years, I understand resolution, ratios, pixel density etc very well but I cannot get this game to look clean on a mobile build.

    The game is 1280x720 portrait, the images are the exact size needed and the target device (for example) is my samsung galaxy s4, which has an output of 1080p - obviously 1280x720 needs to scale up slightly to 1080p, but even on lower resolution devices it looks the same. Has anybody got any ideas? I am releasing the game on the play store but I don't want to until I can make it look right on mobile. I have tried everything I can think of, has anybody got any ideas?

    Thanks

  • Hello, thank you for the replies.

    I have tried exporting all the graphics at double size and half sizing them in Construct 2, it doesn't help, in fact it looks a bit more jagged if anything. I can't figure it out, I have tried every combo of different resolutions for both the game and the graphics, surely a 1280 x 720 game with graphics exported at normal size should look decent on a (for example) my galaxy s4. I have tried doing everything in multiples of 2, to make sure the scaling isn't going strange due to that and still nothing .

    • Could it be an issue with high dpi? I had to turn high dpi mode off because compiling through canvas+ cocoon.io made everything bigger than the screen?

    Thanks

    Ben

  • I'm not entirely sure I know what you mean by intense? they aren't that big, I have tried using massive images and scaling them down in the editor but that made it worse. They are the exact size to fit on a 1280x720 layout as they appear. See screenshots below:

    Here is the main menu as it appears on my galaxy s4:

    Here is the how to play as it appears on my galaxy s4:

    Here is a bit of the how to screen as it appears on my desktop machine:

    Thanks for the reply

  • Hi all, just having a bit of trouble with graphics on mobile. Sorry if this is in the wrong place, I wasn't entirely sure where to post this (please feel free to remove or move it if it's in the wrong place!).

    I have developed a game in 16:9 ratio, the game runs in 1280x720 portrait, it looks great on my desktop machine in preview but when I export and compile it with Cocoon.io with Canvas+ and install it on an Android device, everything looks blurred and pixelated. I tried changing the game to various resolutions, and it seems the graphics look slightly less blurry if they are being upscaled rather than downscaled. I have tried on several different android devices with different resolutions and get the same slightly blurred graphics.

    The settings I currently have for the project on export are:

    Webgl: OFF (Doesn't seem to work with Canvas+ on cocoon.io? If I'm wrong about that please do tell!)

    HighDPI: OFF (again seems to make the game far larger than the devices display when used with canvas+)

    Downscaling: LOW (Have tried on medium and high, made no difference)

    Scale Outer

    Fullscreen scaling: High Quality

    In Cocoon I set the project to fullscreen, portrait and use Canvas+

    I have read every post about resolution and the posts about supporting multiple resolutions, but I don't seem to be able to make my game appear crisp (which is odd, because if I turn off fullscreen scaling and look at it on the desktop, in its full size it looks perfect, but on mobile its blurred)

    If screenshots or anything would help let me know and I'll post some! Any advice would be much appreciated. Sorry if that isn't well explained, I don't post on the forum much and am probably quite bad at it!

    Thanks

    Ben

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smallrobot

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