Televangelist's Recent Forum Activity

  • I've made a simple 'test game' with 9 rooms (1 layout per room). The player starts in the center room, and taking any of the 4 exits teleports him to the appropriate room (collision with an invisible object triggering an event that changes either your X or Y coordinate to the opposite side and then does the layout switch). There's just one problem... The player doesn't appear in the next room! Or if he's appearing, he's invisible. Both the player and his sprite are set to 'global', so I'm not sure what's going on.

    Here's the capx:

    http://www.filedropper.com/zzttest_2

  • That worked, thanks!

  • Hi all,

    I'm not sure why, but when my player moves, the sprite at his previous position is never erased... as a result, my player just paints a path wherever he walks. Amusing, but not what I'm intending. ;p

    Capx at the link below! Extremely grateful if anyone can explain to me what's going wrong here. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    http://www.filedropper.com/zzttest_1

  • I've done those -- and unfortunately, it makes no visual difference.

    Alspal -- each of the three 'outer rings' of the image is composed of a single tile, and thus should look totally uniform. rather than the major variations one currently sees.

  • Thanks! Using an underlying color layer and then the 'multiply' effect worked for me, but then I've encountered this problem:

  • I've made the graphical basis for a simple game with ASCII/ANSI graphics. There are three layers; one for the graphics, one for the color (which is added to the ANSI graphics via the multiply effect), and one for the collision layer.

    Capx of my project is here: http://www.filedropper.com/zzttest

    The problem is that the graphics look weird and 'warped' (darkened in certain spots but not others) at certain zoom levels when I demo this capx in my browser, including the normal 100% zoom browser view in Chrome. It's a problem that's hard to screenshot, even; when you look at the screenshot I took below, the problem may only be 'visible' at certain zoom levels of your browser.

    I've tried everything I can in the options menu to fix this, with no luck. How can I fix this? I don't want the game to be zoomable at all even, I want it to be fullscreen or to take up a fixed amount of the screen with no graphics scaling at all. This game will be for use on computers only, never exporting to mobile devices.

    Thanks for any help you can offer!

  • That sounds perfect, actually!

    Sorry for the ignorant follow-up question, but... how do I multiply-blend?

  • I'm making a small test game with an ANSI art aesthetic, so I'm using the ANSI character set as a tileset, one character per tile, and ideally I want to use all different colors without having to have a different tileset for each color. Is there a way to take a tile and change the coloration on it like that?

    Thanks for any explanation/advice you can offer!

  • I'm making a small test game with an ANSI art aesthetic, so I'm using the ANSI character set as a tileset, one character per tile, and ideally I want to use all different colors without having to have a different tileset for each color. Is there a way to take a tile and change the coloration on it like that?

    Thanks for any explanation/advice you can offer!

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  • Bump for input

  • For the platforming portions of my game, I want my player to be able to obtain a 'grapple claw' item that allows them to grab ledges with their hands they otherwise wouldn't be able to reach.

    So far, my plan for doing this is to create an invisible object overlapping the 'grabbable' part of the ledge. If the player comes into collision with that object, the game checks if you have the 'grapple claw' item, and if so, moves the player accordingly with the corresponding animation (temporarily taking over movement control from the player). Is this a decent way of accomplishing this goal? Is there a better way I'm missing?

  • Hi all,

    On projects that you work on, how do you differentiate between world-building (plotting out the game world and all its contents) and a proof-of-concept engine?

    So far I'm keeping them entirely separate -- the former is happening outside of C2 (though I'm not really sure what programs I should be using; Tiled, maybe?), the latter is all within C2. Not sure if I'm "doing it right".

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Televangelist

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