deadeye's Recent Forum Activity

  • Can i still use containers when its uncertain how many turrets are wanting to be created and stuck to the ship at different points?

    eg. 1 ship may have 3 turrets, and 4 thrusters

    No.

    Maybe. How about every ship always has it's max number of thrusters/turrets already attached, but the player doesn't know they're attached because the ones that aren't supposed to be attached are just invisible/deactivated? That way you can have your same number of objects in every container (required for containers to work) and you still have the appearance of different numbers of thrusters/turrets.

    Of course, I don't know the specifics of your game, this idea might not work at all with how you have things set up. Or it may not work at all. I'm just speculating.

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  • Yeah this is the problem... I disabled the group that had this code in and it run like a dream now. But i'm not sure how to do it without "For Each".

    Basically, Each ship has multiple turrets that are meant to "stick" to its action points. They also have multiple thrusters that stick to the action points. How can i make all the ships have the correct turret and thrusters stuck to their ship?

    Use containers.

  • The alien pool game looks pretty sweet, I already want to play the finished version. And your art in all of them is excellent.

  • > For 320x200 scaled up, you will need an extra 160 pixels at the top and bottom of your layouts, and an extra 100 pixels on either side, to make a buffer of sorts. Otherwise those areas won't be visible when you zoom in. But this will respect point filtering.

    >

    So, what's the math involved in reaching those numbers? Right now the resolution of my game is 320 x 240.

    Well, that would be 320/2=160 and 240/2=100 as filtered through my fuzzy brain right after waking up (for some reason I was thinking 320x200)

    Regarding the zoomed display needing extra space, Ashley has stated it's staying exactly the way it is. As for the point sampling on stretched windows, I don't know.

  • It's on hold, like all of my projects. Of course. :/

    It never really got out of the planning phase. There's something you gotta understand about me, Sol... I'm lazy as hell.

    I should probably avoid mentioning that I'm ever working on anything because it never actually gets done.

  • I'm not redrawing those, that'll take me forever! (I hate drawing sprites, so time consuming )

  • When I resize the window (to 640 x 480, exactly two times the size of the game) it kind of blurs the pixels, which totally ruins the retroness. Any way around this?

    Edit: Oh and yes, sampling is set to point in case you were wondering.

    To keep point filtering, instead of stretching the window with the window object, you will have to zoom each of your layers 200% for x and y.

    But there's a problem... you also need to make your layout bigger around the edges to compensate for this. For 320x200 scaled up, you will need an extra 160 pixels at the top and bottom of your layouts, and an extra 100 pixels on either side, to make a buffer of sorts. Otherwise those areas won't be visible when you zoom in. But this will respect point filtering.

    Of course, you could avoid the pixel boundary problem by setting your layout to "Unbounded scrolling," but the character will always be in the center of the screen, and you have to add extra decorative graphics around the edge of your layout anyway because the game will scroll outside the boundaries.

    You might consider just making your sprites and tiles all scaled 2x before importing them into construct and use an unscaled resolution of 640x480. Sure, it will appear to have sub-pixel movement to the trained eye (because every pixel is actually made of four pixels) but you still get that chunky retro look without the headache of doing any of the above. This is how I'm doing my game.

    It's really up to you though. No way is perfect, so you have to decide which of the evils are lesser enough to still work with. I think Rich or someone mentioned something about point filtering when stretching the display recently but I can't remember, I just woke up and my head is all fuzzy.

    Hope this helps.

  • Nice! The "Is group enabled" will be quite handy.

  • It has been awhile, but ah how nice to return

    I don't know if you guys remember but I was going to make a RPG with construct. Well You where right.... WAY TO HARD!!!

    But you've only been at it for 14 days

    Anyway, I'm currently making a series of tutorials that will walk the player through making a platform game from beginning to end:

    The first few should be up soon (I hope).

  • *google's talvisota*

    *still confused*

    ... it's a war game?

  • Ah sweet. Glad that one is sorted

    GIEF NEXT BUILD PLOX LOLZ. Sorry i got carried away.

    What the

    When I didn't see ~Sol after that post I had to do a double-take on your avatar

  • I'm making some obscure 3D effect using 'slices' and I need each one to have a value that is one higher than the other.

    Oh, you mean like those cool little flash toys where a face is made of different layers and each layer moves independently? That would be a cool effect.

    Edit:

    Nice ninja edit

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deadeye

Member since 11 Nov, 2007

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