greyspot's Recent Forum Activity

  • You're on IndieGames.com, bro!

    Congrats! Very impressed with this.

  • Part 2 is looking great so far!

    I have to say, your simple art style just looks amazing!

  • Very cool! Thanks for contributing to the community!

  • This is just... genius!

    What a concept! The principle is neat, and the fact that you can have an infinitely sized game world that takes up almost no space kind of makes my head hurt

    I can't wait to see what sort of game you make out of this system.

    Bravo to you, good sir!

  • Like everyone else said, keep drawing. Make flipbook animations and animations on the PC. Learn some 3D animation techniques and if you need animation for PC on the cheap, do some small GIF animations just as quick and fun exercises. You could volunteer your in-progress-talents for some of the aspiring Constructors if you wish. Just PRACTICE!

    For learning 3D, get Blender. http://www.blender3d.org

    Currently, the new version is being completely reworked. So have patience as the Blender team hammers out the bugs.

    For a good 2D animation program, check out Pencil. http://www.pencil-animation.org/

    It hasn't had an official update in a while, but the Sourceforge page is still active, even as of yesterday. I haven't used it that much because I am terrible animation-wise, although it is fun! Check it out, it's very promising!

    This is a tiny and helpful tool. Quickly converts a string of frames to an AVI file.http://makeavi.sourceforge.net

    Good luck with your animation career!

    Love,

    Me

    PS. Isn't this thread in the wrong category?

  • It looks like it doesn't matter if your display size stays in proportion or anything. Even if I go from 128x128 to 256x256, Construct arbitrarily stretches a line of the sprite horizontally or vertically.

    Oh well, I suppose that it works well enough for now. I think that this would be much easier if we could set client width/height as easily as we could get the value for it! Or maybe an action to toggle the window handle on and off. Then I wouldn't have had to do all that silly stuff to get the border size from the window!

  • Thanks for your work on this! This is essential for making screensavers until the actual screensaver option is fixed, if that is even what it does :D

    This can be used in many applications. Thanks for being a contribution to the community!

  • Craaaap. I though I had it that time. I didn't even notice :/

    did you even read mipey's post -_-

    I still have that .cap in my "examples" folder :D

    I did this because it wasn't quite right for my needs.

    Mainly:

    1. Doesn't work any more. Could edit it, but meh.

    2. Even though I totally left that out, this was meant to work with window borders. It's a lot easier without window borders. I can't tell you how much I hate it when a game has no window border, unless it is fullscreen of course. I can't reposition it, minimize it for a minute, or close it easily without going through stupid in-game menus (assuming Alt+F4 doesn't work). Sure, I got the task bar, but c'mon now...

    Oh well, back to the drawing board, as I fail at more community contributions D:

  • Most of those are pre-rendered, as already mentioned. It's impossible to render some of those in real time on ANY PC, not counting running a game at the same time. Besides, how many of those would actually be useful in 2D? Not the coolest ones!

    It is pretty impressive though. I hope Blender gets to this point some day D:

  • Window.X gets the position of the window including the border and title bar, while Window.ClientX gets the position of the content of the window, which excludes the border.

    I see, thanks!

  • Very nice. To help me understand this a little better, would you mind me asking the difference between "Window.ClientX" as apposed to "Window.X"? I noticed the results were a hair off when I switched them, but it was pretty much the same.

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  • This is now an obsolete topic. Recent changes in Construct Classic have solved this problem. Perfect window scaling is possible by simply changing the client width and height.

    For your convenience, this is copy/pasted in the .cap

    The problem with 1:1 window resizing is that DisplayWidth/Height return the actual resolution of the window while Window.Width/Height return the resolution of the window + the window handle (You know, the border and the thing with the x on it!).

    Notice at the bottom of the layout the fact that the window size is NOT a multiple of 128x128 like it should be. This is how Window.Width/Height measures it. This includes the windows handle/border.

    To use the Window: Set Width action, we must determine the width and the height of the border and add it to the multiplied DisplayWidth/Height AFTER we multiply it to scale the screen. If we don't, the game is slight stretched out of proportion. You probably won't notice this on a regular game, but on a retro/pixel game, it's ever-so-obvious that something is wrong.

    Also, as a limited time offer, I show you how to properly center the screen after a window resize! Megaman included for example, and for awesomeness.

    Good luck with your games!

    Love,

    greyspot

    Created in Construct 0.99.91.

    Opps, updated the .cap

    Combined silly things like "set x" and "set y" to "set position." Same with width and height to size.

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greyspot

Member since 6 Feb, 2010

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