currypuff's Recent Forum Activity

  • Thanks 99instances2go.

    That's exactly what I needed, just skipped my mind that I could do that.

  • I am attempting to make A.I. for the enemies in my game. The enemies have line of sight and platform behaviours. I need to know if there is a way to test if they are moving left or right. I thought that there would be a test for X vector in platform conditions but I didn't see it. Please help because I can't really progress with their A.I. until I figure this out.

  • Problem Description

    My game is rendered with linear sampling in the construct 2 preview, everything appears as it should be. When exported to NW.js some (seemingly) random sprites appear blurry.

    In the construct 2 preview (left) vs In the NW.js exported project (right)

    Attach a Capx

    Capx: https://www.dropbox.com/sh/p5wm2dkprefg ... 37ZMa?dl=0

    Exported project: https://www.dropbox.com/sh/jz1k2m3by9cj ... BPdia?dl=0

    I added my exported project so you could see if when you export it, it has the same results, maybe its a problem with the capx.

    Description of Capx

    A 2D platform shooter game.

    Steps to Reproduce Bug

    Export project to NW.js (png compression setting don't affect results.)

    Blurriness can be seen in some particular sprites.

    Observed Result

    When previewing the project in construct 2 everything appears as it should. When the project is exported in NW.js (trying different png compression's doesn't change anything.) some sprites are blurry while some remain sharp as they should. The whole sprite isn't affected, it may only be some frames in the animation (firing the minigun weapon shows this as the first 'charge' frame in the animation is blurry and the second frame is sharp.) In the game you can alter the zoom level by holding down shift and scrolling, for some reason when at the highest level of zoom the blurry sprites are rendered as they should be, but i dont know why.

    Expected Result

    All sprites should look as they do in the construct 2 preview.

    Affected Browsers

    Works fine in all browsers, blurriness appears when exported to NW.js

    Operating System and Service Pack

    Windows 10 home 64-bit

    Construct 2 Version ID

    release 239 (64-bit)

    I think this bug may be part of this release as this problem didn't arise until i updated the game to this release. (I think)

  • Bullet on collision with tilemap -> erase tile at (tilemap.positiontotile(bullet.x)),(tilemap.positiontotile(bullet.y))

    That should destroy the tile where the bullet hits, although it may need some tweaking to work with your project. Maybe someone else can help with the two hits thing.

  • I tried with pixel rounding it on and off but to no success.

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  • In the construct 2 editor all the sprites looks sharp and clean but then when I exported the project in nw.js some random (seemingly no pattern with all sprites affected) sprites are blurry. I tried exporting the project with png compression none, standard and brute but all still have blurry sprites.

    The exported settings were high dpi = on, sampling = linear and downscaling = medium.

    The blurry sprites almost look as if they were rendered with point sampling. In the game you can zoom from 2x to 0.5x scale, when at 2x zoom the previously blurry sprites look normal and as if rendered in linear sampling but further out it returns to being blurry.

    Does anybody know what's happening and how to solve it?

  • Edit your first post and from there you can change the title, or add solved.

  • Some things you can do to check are:

    -Check if it has visibility set to visible.

    -Go into debug mode and check if it is being spawned, it may also spawn off-screen.

    -Search for the bullet in event sheet and make sure it's not destroyed, moved, etc.

    Hope these ideas help, your best hope is to search through your event sheet and just check that nothing is being done to the bullet that you don't want to happen to it.

  • Thanks chadorireborn for the suggestion but it didn't give the result I wanted, however line of sight did. Thanks a lot newt, I'm surprised I didn't think of it earlier.

  • I tried that but what happens is when the first mine is activated the other mines only activate when they are within the radius of the enemy that set off the first mine. I.e. it only picks the nearest enemy to the first mine, does anyone know how to work around this?

  • In my game I have proximity mines that work 'should' work by:

    Distance(mine and enemy) less than or equal to 150 pixels.

    Mine pick nearest enemy.

    Mine is not playing animation "active".

    Then:

    Mine set animation active (from beginning).

    However this doesn't work when multiple mines are on-screen.

    The gun fires a volley of four mines, each with bullet behaviors. Currently the mines have an overlapping sprite pin to them with a larger collision polygon, when they hit the enemy it activates the mine. However because of reasons this method doesnt work well and is limited to one volley at a time. If anyone knows another way that is simple and works independent of the number of mines please let me know.

  • You could try playing around with the 'set time scale' event in 'system', set it to something like 25% speed and then wait for 1 second (which will be 4 seconds in real time) and then set it back to 100% speed.

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currypuff

Member since 20 Jan, 2016

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