SullyTheStrange's Recent Forum Activity

  • > Couldn't you divide it into sections and only load the parts on-screen or nearby? That would keep the size down. I dunno, though, maybe that won't work for whatever you're planning. Worth suggesting, at least.

    >

    Well, here's the thing: the 3200x3200 graphic was only for North America.

    Oh, planet Earth. Why are you so large?

    I'm sure I can cook-up some sort of plan B.

    Not sure why that means my plan can't work -- if you keep track of the player's distance from each section of the gratuitously large background, you can get rid of the ones the player can't see. That way, no matter how huge the world may be, Construct only has to worry about the nearby ones.

    Now, I'm no expert, so anyone can feel free to jump in and explain that better or explain why I'm completely wrong.

  • To be more precise, can you change specific colors on the sprite? I want to put the Fire Flower in my Mario game, and if any of you are unfamiliar with Fire Mario, the only visual difference is his clothes changing color. It isn't a tint or a palette swap, so what I'm asking for is a way to tell Construct, "find THIS specific color value and replace it with THAT one."

    Is that possible? I can always just make new sprites, but this would be a heck of a lot easier.

  • Couldn't you divide it into sections and only load the parts on-screen or nearby? That would keep the size down. I dunno, though, maybe that won't work for whatever you're planning. Worth suggesting, at least.

  • Alright, I understand it now. Thanks for explaining it to me.

    alastair is right. How many buttons you can press depends pretty much on how your keyboards circuitboard is laid out. This is why a lot of people use X,Y or A,S as their action buttons since those keys normally are not on the same lockout circuit as the arrow keys, unlike shift, ctrl and space.

    Never woulda guessed! I'll start working on swapping out controls for those ones, then. Hopefully that'll sort it out.

  • Thanks for the replies! I started looking into SpriteFont after reading about it in another topic, it's exactly what I needed.

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  • What I mean is, can Construct only accept a certain number of buttons being pressed at once?

    My platform game has an action that requires you to be holding Shift, Left Arrow, and Up arrow. If you do it in the air, and you're still holding the Space key from jumping, it won't work -- is that because you're holding too many buttons at once? Same thing happens if you're holding all three on the ground and try to jump then -- you simply don't jump.

    Maybe it's a completely different problem, since the first move seems to work fine when holding Shift/Up and Right instead of Left, and you can jump while running to the left and holding all three buttons.

    In other words, I have no idea what's going on.

  • You could do it manually fairly easily, it just wouldn't be as convenient. As far as I know, though, there isn't anything like that. It doesn't mean there 100% isn't, since there's a lotta stuff I don't know about.

    EDIT: I just stumbled across something called an "Image List" while looking for something that might suit your needs. It SOUNDS like it could be what you want, but I have no idea how to use it.

  • Like I said in the first post, the only alternative that I can see is making an image of each number and use those to display time remaining, number of coins, score, etc. Considering how often those have to change, would that be too much of a burden on the game?

    And which would be less of a burden: having all numbers 0 through 9 on a spot and just toggling visibility to show the current number, or actively creating and destroying the images when they change?

  • Well, that definitely made it a lot LESS blurry... I can settle for this, though, if there isn't any way to further clear it up. I doubt anyone would notice unless they have their face up to the screen like me. Thanks for the quick reply!

  • I just went through all the trouble of making a special font out of Super Mario World, but when I use it in Construct, the edges are blurred. Now, normally that's a good thing, but in this case it's SUPPOSED to be all jagged and pixel-y.

    The only other alternative that I can see is making images out of every individual number and letter and trying to use them that way, which is pretty impractical and might be an unnecessary burden for the game during run-time.

    So, any way to turn off that auto-blur, or am I out of luck?

  • I finally got around to trying this out, and for some reason the method to tweak jump strength during runtime isn't working. I set it up EXACTLY like the topic specifies, but... nothing.

  • The first thing that comes to mind is something along these lines:

    Have a timer of a few hundred milliseconds start counting down once either left or right is released -- if the player hits that same button again before the timer hits zero, start running instead of walking. You can change the length of the timer to affect how quickly the player has to press the button to run.

    I can't guarantee it'll work, but that's what I'd try. Lemme know if it fails miserably.

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SullyTheStrange

Member since 26 Jan, 2011

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