AnD4D's Recent Forum Activity

  • Can't see the picture... I can't get on with the sprite font plugin either, but probs for different reasons...

    I see it now... the sprite sheet you're using is wrong. The tool previously posted will help.

    I don't like it, because I have to go in manually and set up all the letter spacing each and every time. Very frustrating. Only tool I've needed to do that for.

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/50465867/Errors/Mute.capx

    Steps to reproduce:

    1. Click Mute button to toggle mute on and off for tagged sfx

    2. Click the circle to play a sound

    Observed result:

    Chrome - The sound can still be heard, as though it plays before the system knows it's muted. It is sharply cut off, resulting in a minor tapping sound. I thought it was tagged sounds it had a problem with, but it's happening if it's untagged too.

    Internet Explorer - Works best out of the 3 main browsers, but if you tap very fast, you can still hear a tapping on occasion.

    Firefox - Worst. Doesn't seem to know when to mute and when not to. Results vary.

    Expected result:

    Mute should be silenced, and not play anything at all.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack:

    Windows 7 SP1

    Construct 2 version:

    r148

  • Here is my game:

    https://www.dropbox.com/s/6jccvtkb7r1l4z9/The%20Janitor.caproj

    I try to do it in the Gunslinger group

    You need to send a capx, not a project. Can't open it and help you atm.

  • Tobye - Sorry, I didn't realise you were referring to the trigger once event as well.

    Arima

    In my project, I'm trying to keep to as few events as possible. I have all of the buttons in a family. Many of them are different sizes, but I want them to all have one thing in common. When the mouse is over them, they pop up from their current scale to 110%. For this reason, I can't use scaled 0.55, as that would affect all objects, including those that are already the correct sprite size.

    I suppose now I can use the trigger once with *1.1 and /1.1, and that gives me the effect I want, but I can't see the point of having scale at all for my project.

    The only time I've ever needed to use scale is regarding buttons so far, but I'll switch that over to size.

    Still struggling to think of a single time I would ever need to use scale over size. Using scale, you'd rarely ever want to go over 1, as you would start to see pixels.

  • Tobye Have you tried out what you just stated?

    If I have something that says if cursor is over object, set size to self.height*1.1 and self.width*1.1 I have an ever growing object.

    What about the other issue I mentioned? Do you know a way around that?

    Regarding your second point, I do see the benefits to that, but I feel it would be more beneficial to be able to use scale anytime I want, rather than only to revert an object to an original size. I can just as easily use the size function to get back to an original size.

    As it currently stands, I don't see a use for scale if I have a slightly oversized (or undersized) object.

  • Bit of a rant, but I'd be interested if anyone else agrees with me on this.

    I'm nearly done with my game, and I'm currently going over all of the graphics. Say for example I have a button sprite that's 200x200. I then scale it down to 100x100 in the level editor.

    I then add in a line of code to say if the cursor is over the sprite, increase its scale to 1.1. Now, to me, this would suggest it would increase the size to 110x110, but instead, it ignores the current size, and increases it to its original sprite size + 10%, so I end up with a sprite that's 100x100 when standard, but suddenly 220x220 pixels when the cursor is over.

    To sort this out, I decide that I'm happy with the size 100x100, and change the size of the actual sprite to 100x100. I go back to the editor, and find that my object has noted that I just halved the size, and so it does the same, now measuring 50x50.

    Having to go through my levels and fix this is really frustrating. I'll know in the future how to avoid this (by having an object dump layout) but I can't see how this is useful as a design choice.

    I think the scale function should work on the size of the current object, not the sprite size. In its current state, this makes the scale function useless for me if I intend on working with slightly larger sprites.

    Grr link

  • Hey, I've recently put together a new video showing the process of putting together a level. It's pretty long, but some people may find it useful or interesting.

    Wish I knew how to embed videos here though...

  • Hey guys!

    I'm about 2 weeks from completing a game I've been working on for the past few months, and it's coming along really well!

    I've decided to document the time left until its release, and thought people that are currently working on their games might find it interesting. I'll be posting about the problems I'm having, as well as sharing a few hints and tips about working with Construct 2.

    Link to blog

    On top of that, I'll be posting videos of other programs and prototypes I'm currently working on. You may learn a thing or two in these videos, but I'm not setting them up as tutorials.

    Anyway, I hope those who visit it like what they see, and feel free to share feedback and ideas either here or on the blog!

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  • R0J0hound

    Great, thanks!!!

  • R0J0hound

    I've updated Paster, but now when I load my project, I get an error, reporting:

    Assertion failure: Warning: set rendering to current texture 0

    I've also been unable to get the colours to mix correctly, it's not as good as you managed in the past with the older Canvas plugin. Is that why in a later version you used 3 different colours for the falloff sprite, rather than a single version?

  • Thanks R0J0hound - this plugin is brilliant. I've seen this asked for a lot and people have been waiting for something like this for a long time, so I'm sure you've made a lot of people happy!

    https://dl.dropboxusercontent.com/u/50465867/Construct/LightCombo.capx

    This is a modified version of the capx if anyone wants it. Again, you should be able to use this as an include in many other sections of your games :) Again, just make sure you have a "Light & Shadow" layer.

    I've also increased the size of the pasters slightly to ensure they don't appear when scrolling to fast. This may have affected the resolution slightly, but it's not noticeable.

    Additionally, the top layer can have a blur effect added to it, which will help smooth out the shadows, but this should be optional in case it slows things down too much.

    Now the only issues appear to be the blend of the light sources seems to wash things out, rather than the nice blend R0J0hound is able to achieve.

    Also, on occasion, the fps will dropp down about half. I can't seem to replicate this a lot, but it seems to happen when moving the lights around a lot.

  • I've tried to combine the mario example and the original version. For some reason, although everything looks like it's been set up in exactly the same way, including names, etc... for some reason the lights aren't changing colour.

    With this set up, you should be able to use it as an include. Then you just need to make sure you have a "Light & Shadow" layer where you want to use it.

    https://dl.dropboxusercontent.com/u/50465867/Construct/LightCombo.capx

    If anyone is able to fix the light colour, it would be appreciated.

    I can't tell if it's faster or slower than the canvas version, but it creates a much better result.

    The only other issue is that res just doesn't appear to work at all, so I've taken that out.

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AnD4D

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