linkman2004's Recent Forum Activity

  • So how about creating the map with a level editor and saving as one large png to bring into Construct. (As compared to having half a dozen small png tiles and building the level in Construct.) Is there any difference in Render time?

    Large images take up more VRAM, so I imagine that using separate tiles would render faster.

  • Why does it suck? I find it better than ever

    They screwed up all of the selection tools. I prefer being able to instantly drag and move the contents of my selection rather than having to finalize the selection and then hold control-alt.

  • I use GIMP and InkScape for graphics, and of course I use Construct for making games.

  • Well, it's kind of pointless now since I managed to figure out a way around it, but here's where it would be helpful: Say you have a bunch of different objects in a family, and you want all of them to spawn with one common object which is then attached to it. So essentially, it could just be made to where each family object would spawn with this object, but the object, when spawned by itself, wouldn't spawn with any family objects.

    Again, I already figured a way around it, but it could still be helpful in some circumstances.

  • I'm currently having a dilemma where family containers would simplify things greatly. For example, in the family properties dialog, you could add objects to a family's container, and then the objects inside the container would spawn with the family objects, and of course be picked with them as well. Any chance we could get this?

  • What behavior are you using? Although in all of the behaviors that involve user movement there's a tab for the behavior when retrieving expressions. The expression for retrieving a platform objects X speed, for instance, would be:

    Sprite[Platform].VectorX

    Of course, you'd change "Sprite" to whatever your object is called, but that's about it. I hope I explained all that well enough.

  • I modified the two regular blur shaders to take a floating point value(.1, .2, .3, etc...) for the blur intensity. Default is 1. Anything higher than that start to look pixelated, so 2 is the highest I'd go.

    Modified Blur Shaders (Edit by Ashley: please rename these files before copying them in to your Construct folder - don't overwrite the originals - to avoid compatibility problems)

    The blur mask shaders already support intensity. The intensity is based off the lightness of the sprite. A completely white sprite is the highest blur intensity, gray in the middle, and black is no blur at all.

  • You could always use Image Manipulator to convert the image to a BMP, if you have to use PNGs.

    Hmm... that could fix another problem I was having where I would need the loaded pictures to be automatically sized down. Thanks for the suggestion.

  • All of my hopes and dreams... shattered.

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  • I tried installing it on a laptop close to those specs, but it didn't run all that well(processor was slower). Although it could be because some of the drivers refused to load, or they'd refuse to stay loaded.

  • I'm wondering why there doesn't seem to be any PNG support for the image list object, and I think it should definitely be in there. Unless it's a bug, and the image list DOES support PNG files. Here's a test demonstrating it in case it's a bug: Image List.

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linkman2004

Member since 15 Jan, 2008

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