signaljacker's Recent Forum Activity

  • I've always used Photoshop because it's what I know, with a bit of setting up it's good for pixel work but it can be a bit frustrating if you're jumping between a pixel art project and a HD one (you're constantly fiddling with downsampling and anti aliasing settings). The one thing that PS seems to be really bad at however is rotating pixel sprites - the rotated sprites always look bad and you have to jump through many hoops to get them to look good. Do any of these dedicated pixel apps do rotations well? I have a copy of Pro Motion 6.5 that I picked up in a Humble Bundle - but the interface has never clicked with me and also seems very buggy so it slows me down, so for now I've stuck with Photoshop but would probably jump ship for an app with good rotation and interface.

  • I'm looking for a solution to this problem as well, there are a lot of variables to take into account such as which browser you're testing on and which video format you're using. The way your video is encoded can also apparently have an effect on how well it loops - eg Chrome can screw up the looping MP4s if the keyframes set aren't evenly divisible within the length of the video. I'm only just getting into video with Construct but I can see the looping being an issue for me as well so will be conducting a bunch of tests.

  • You could take a look at this article https://www.scirra.com/tutorials/47/xaudio2-peak-and-rms

    There is also an audio analyzer example in the default construct 2 examples. I think what you want to do would be possible, would just be a bit of work.

  • I'd say it's because the onClick event only triggers once - so it starts scaling the object but never gets past the first tick. You probably need a variable set up and when that variable is true run those scaling events and it should work.

  • Sorry, it's possible I misunderstood what you're trying to do - try this caphttps://www.dropbox.com/s/zjzz44zvarv8hfy/test.capx?dl=0 - from your description, it seems to do that - when the sprite with the power overlaps the one without, the powered sprite stays the same size but the unpowered one reduces in size.

  • In your first block of events, above where you set the family size, add an action to set the size of the greenSprite to whatever its default size is and it will work. I'm guessing because you've differentiated between an instance and a family in the event that you also need to do this in the action, otherwise it will just blanket it under the family and apply the size change to both.

  • Thanks for the insight - if the load texture from canvas action isn't reliable I won't use it - thanks for the link to the workaround, I think I will be able to re-jig my screen to get it to do what I need - cheers!

  • Hi R0J0 - thanks for taking the time to make such a great plugin. I might be a bit dim, but could you explain how to use the "Load texture from canvas" correctly? What I'm trying to do is to just replicate the entire game canvas in realtime (all layers etc) and load texture from canvas seems to do this, but if the paster is placed on that same canvas it causes a sort of image recursion (which makes sense) - but is there a way to avoid this? I've tried broadcasting the game canvas to a paster object offscreen and then set up another paster object that is meant to receive this image but it still doesn't work - so I think I must just be missing something fundamentally simple about how this plugin works - my capx is here: https://www.dropbox.com/s/kdg7lp6d6rjlx ... .capx?dl=0 - note that I realise I could achieve the reflection effect very simply by pasting the object rather than the whole canvas in this particular example, but in the context of my actual game it needs to be the whole thing. Any help much appreciated.

  • Wow, ok - that's actually pretty disheartening. I had no idea it was that bad. I really hope they can fix those issues. I'm already pretty far along with the mechanics of my project and was about to really get into the asset creation - do you think it would be folly to continue? I don't want to put all the effort in and then not be able to publish properly, I might as well jump ship to unity of that's how it's going to be I absolutely love the workflow of Construct though.

  • Hi all, I know there are a lot of users on here who are publishing games to phones/tablets etc but after completing a bunch of smaller projects I'm wanting something more ambitious, not hindered as much by the various limitations of such systems. If I'm aiming to release a game for desktop only - what are some things to consider? If I want to publish the game as an exe I assume it is wrapped with a browser (Chrome?), but will it try to wrap all of the assets into this exe (which would be HUGE) or will it dynamically load images/sounds etc - or is that something I will need to set up manually? Has anyone who has published a desktop only game got any tips for how the development process differs from browser/tablet games? Also, if the game is wrapped in a browser does this mean that there is cross-platform support eg for Mac/Linux? How reliable is this - I would assume if it's running in the same browser it should be identical no matter the OS, but is that a dangerous assumption? Thanks!

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  • Happens to me too - seems to improve if I split the debugger over my second monitor and run the game on my primary though. Still not accurate for things like FPS - debugger seems to add a lot of overhead.

  • Just chiming in that this is a great piece of software for game design on the go. The tiling feature is very useful. The dev is also really responsive I made a couple of suggestions in a post he made on reddit and he had them implemented and a new version out in a couple of days. It's looking to be the most full featured pixel editor/animator on android for sure. Prior to this I was using the curiously titled "Let's 8-Bit art" for my art/animations which is pretty great too - but Pixly looks like it will blow it out of the water.

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signaljacker

Member since 10 Aug, 2011

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