kasanobanana's Recent Forum Activity

  • There is a image transform, scale x and y in the tiled background properties you might have missed, I think that's what you want.

    Then make the base texture half as large pixel wise, but scale 200%.

    oosyrag

    Yeah, this is what exactly I am looking for! Thank you! I scaled my tiled backgrounds by 50 percent, then re-upscaled in construct using 200%!

    Btw, another random question. When I started using construct, I used to get warnings about not going beyond 2048 pixels for sprites and textures. Now 4096 is the limit.

    Is it still recommended to go below the 2048 limit or going in-between 2048 and 4096 is okay?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • If it's repeating anyway, why do you have to have the base texture over the limit? Just scale it down.

    oosyrag

    Because it has to. I don't know any other way to make the backgrounds look like the way I want it too, to work within a way I can make it work.

    drive.google.com/drive/folders/1osSzHnduqW3tj-A3trWNbSUH_JmnTHOD

    link to my background art and simple construct file.

  • Are you painting the entire level inside the specified width of a tiled background? That doesn't do anything, the point of a tiled background is that it's supposed to tile and repeat with little to no overhead, so you can have an infinitely wide tiled background as long as the repeating texture is less than 4096.

    oosyrag Yes I'm painting the level within the width of the tiled background. The game is about dodging and catching bullet objects, so the tiled background, serves as a vista that endlessly repeats.

    I tried with moving sprites for background management, but there was always a small white gap that I couldn't figure out how to remove, so I went with the Tiled Backgrounds instead.

    The problem is now that the texture size is too big. I guess I need to go back to the sprite method : (

  • Tiled background is the way to go, and preferred practice. Have you tried reducing the width to 4096 as suggested by Construct?

    oosyrag I did try that, and yeah it works. The game is intended to be an android app, and normal playing works. But let's say the player goes to another app to do something very quickly, like reply in a messaging app. When going back to the game, the app freezes and crashes.

    I have 2 levels so far, level one is 480 x 1708 which works flawlessly, and I experimented with 480 x 2562. Which crashes upon going to do something else on the phone.

    Level 3 is even bigger at 480 x 4270 which doesn't work.

    That's why I'm wondering if I can reduce the pixel size while retaining the same general image, of the ... image.

    Because the Tiled Background scales to the size of the image, which i set to be the 9:16 screen size or 480 x 854. I can't make it smaller, since it won't fit the screen.

  • I'm making an endless runner and to get around having to make multiple objects as backgrounds, background elements, like trees, clouds, are painted onto the tiled background.

    The exported png size isn't big, it's like 5.8 kb, but the pixel size is 480 by 4270, so it crashes. I know.

    But is there an alternative that I can reduce the pixel size while using tiled backgrounds and making sure it scales to 480 by 4270? Or bad practice and I need to find an alternative solution?

  • lionz Couldn't you just setup show layer for skill menu visible when xp variable is over a certain amount, then have three separate spaces, (I don't have a better word to describe it), use choose for skills ( kind of hassle if each number is a skill, like 1,2,3 are progressive, so you can only get 2 if you have 1, so making the list will kind of suck but whatevs)

    And spawn sprites and text for each location. Then destroy after chosen.

  • So I'm making a top down shooter, and thinking on how to make different character skins. Since all the characters are roughly the same shape, I was thinking that I would have the base of the hierarchy would be an octogonal shape, since that is the easiest for me for collision checks.

    Anyway, on top of the hierarchy would be a variable check, or maybe a dictionary check, to see if the player has acquired the skin, and then the player would be using their chosen skin.

    Anyone else done something similar? If there are better practices than relying on the same hierarchy, I would be glad to hear.

  • Asmodean , thank you very muchhh, I finally got it working. Just to show you the new and improved event page.

    Honestly, I'm not sure why the previous version didn't work. Maybe I had two booleans and the event page was confused? Or having two different end events both asking to reset reload values when reload is zero. Anyways, it works now that the events point back to only one reload value, and utilizing one boolean.

    I probably need to understand sub-events better and when to use them lol.

    Hopefully other people will find this useful!

  • Are you sure it's not another problem? It works fine for me.

    AsmodeanHonestly, I think something in my current project is blocking it from working properly. I made another project, playing with it and yeah, works as intended. Thanks for seeing if it works for you also.

    Jubilee commences. Now, just need to find out what is blocking the event from working.

  • > Like press once, and done. Instead of holding R down.

    Now I understand. But it should work. Only press R once should work.

    Eh, but it doesn't lol. Anyways, I'm appreciative of the help, it was useful. Need to keep playing with it so eventually everything works.

  • Don't you want an automatic and a manual reload?

    AsmodeanYeah. The player will move via WASD, and holding the R button down while simultaneously also pressing WASD, doesn't seem realistic. Like press once, and done. Instead of holding R down.

  • Asmodean, I got it to work. This is the event sheet. But I rather just press the button.

    I don't see why just pressing the button, which sets the boolean, and while boolean is true, automatically subtract from the variable. And when variable is zero, just reset everything. I'm trying to build a top-down shooter, and while thinking about it, the logic I formed doesn't seem bad, but I'm doing something wrong. Sigh.

    The normal ammo system, when shooting bullet amount until zero, resets properly, and does the countdown from 5, but when pressing the reload button, pressing R, is supposed to countdown from the reload time, but instead the value stays static, and does not calculate.

    Holding the R button down, does subtract properly until zero, and resets the bullet counter. But most games just allow you to press R, and forget about the reloading system. What am I doing wrong?

kasanobanana's avatar

kasanobanana

Member since 27 Apr, 2022

None one is following kasanobanana yet!

Trophy Case

  • 2-Year Club
  • RTFM Read the fabulous manual
  • Email Verified

Progress

4/44
How to earn trophies