Lost my Keys's Recent Forum Activity

  • Agreed with the others, you don't need huge tiles. Take a leaf out of 3D Engine books if it helps (because I get the impression when tiles are mentioned, a lot of people automatically think "eiw square looking maps!"), anyway a lot of those are made up from small parts, and other small parts to make them unique. So for example you could have a tile representing a piece of road. Then a bunch of artwork representing details you might have on that road, puddles, rocks, grates, etc. and so on. So using just those you can repeat the same piece of road, but when it's done it wont be obviously repeated, and reuse the details (or decals if you want to call them that) elsewhere too. I dunno, but surely that would cut down a lot of resources and allow them to be used in more situations than straight tile setup would.

    Along with deadeyes suggestion for the tree tops. You could also use that sprite frame trick I think I found on youtube. Setting the animation speed to zero and then just changing the start frame to various frames. In the trees case, each frame could be a different tree top. You could change each tree manually, or I suppose it's possible to do it randomly, so all you'd do is place your tree's and each time it runs it might change which uses which frames, giving some randomness to the look of things. I dunno if doing it that way would make any difference speed/size wise, but it's another option at least.

    Also bear in mind Construct creates DX games, which means it will have to follow the rules of the video cards, which means huge tiles such as the ones you've been using are possibly being rounded up into even higher tile sizes internally, and only the very recent video cards can happily cope with those. It's possible that's why many are crashing trying to use it, because their cards can't handle those sizes. If you want more people to be able to play your game, I'd not go over 256x256 max for your tiles, sprites etc. to be really safe.

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  • I think someone should make a Ghost Shooter clone on it.

  • 1. Get dropbox, because I can't download the cap from your file host. And, dropbox is the the best hosting solution on the internet.

    [quote:2gxiz042]The second problem is no matter what size or resolution I make the canvas, it seems to want to remove a whole chunk of it from off-screen. As you'll see in the cap, it should reach to the end, but it doesn't. This isn't noticeable if it's all on the same screen or there's no scrolling used, but if it can only work in a single visible screen, that greatly limits usefulness.

    So yeah, anyone got any ideas or fixes? It almost works perfectly, but these two issues make it entirely unusable doing it this way.

    I've checked out the one here viewtopic.php?f=16&t=971 where I got the idea from. Doing it that way with a mouse behavior on the eraser does work, as in it doesn't leave bits of other sprites on the screen. But it too doesn't solve the canvas deleting parts of itself off-screen, or the smearing scrolling effect.

    So if anyone knows what I'm doing wrong or can suggest a way to fix it, I'd be very grateful.

    This is a bug, which I forgot to post to the tracker... Posting now.

    Yeah, it's still doing the removing parts of the canvas, even if using a few tiles, then randomly just removing a chunk of the canvas even if it's all on screen at once. The first problem, with the hall of mirrors / smearing effect when scrolling, and the left over garbage, both seem to be fixable by adding an always destroy the eraser sprite (along with the one to destroy it once it's spawned by the bullet), so I suppose the always one is just taking care of any that get forgotten.

    If the bug part gets fixed then that'll be awesome!

  • Hi guys!

    Been using Construct for a few days, and quietly reading many forum posts as I went along. I did plan on my first post being along the lines of "So what's the catch?" and then go on about how great this program is and there must be some catch like it's just a demo and we have to fork out $9000 a month for it or something But I've stumbled across an issue that this time I can't solve myself or from hunting through the wiki or these forum posts, so gushing about how cool the program is, will have to wait.

    I put together this super quick example to demonstrate the problems I'm having with it.

    *

    The plan is to only allow access through the "rock" once it's been cut away. That part isn't a problem, works exactly how it should. Unfortunately there are bits of the weapon and bits of the eraser left hanging around on screen from where the rock has been erased, not only that but then moving through the newly opened area results in a weird hall of mirrors like smearing effect or something. I've tried a number of things, layers, organizing the events different and so on and so forth, but to do it how I'm wanting to do it, it seems to become a bit messy.

    The second problem is no matter what size or resolution I make the canvas, it seems to want to remove a whole chunk of it from off-screen. As you'll see in the cap, it should reach to the end, but it doesn't. This isn't noticeable if it's all on the same screen or there's no scrolling used, but if it can only work in a single visible screen, that greatly limits usefulness.

    So yeah, anyone got any ideas or fixes? It almost works perfectly, but these two issues make it entirely unusable doing it this way.

    I've checked out the one here where I got the idea from. Doing it that way with a mouse behavior on the eraser does work, as in it doesn't leave bits of other sprites on the screen. But it too doesn't solve the canvas deleting parts of itself off-screen, or the smearing scrolling effect.

    So if anyone knows what I'm doing wrong or can suggest a way to fix it, I'd be very grateful.

    The link again is *

    I'm using the latest version of Construct, if that helps.

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Lost my Keys

Member since 29 Nov, 2009

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