MPPlantOfficial's Recent Forum Activity

  • if Sprite(0).X > Sprite(1).X

    compares instances 0 and 1.

    Note: You CAN'T do this automatically. Autocorrect would only be able to get 'Sprite.X' you really HAVE to go back and retype the "(number)" part.

  • Hey guys. In relation to this, how do I save other sprites' instances and their respective placements per level?

    What if I have multiple instances of a specific enemy in level 40 and 0 instances in level 1 or something?

  • Someone told me to go here and DL the plugin. What should I get?

    Are these still up-to-date?

  • 10. Freedom Force vs The 3rd Reich

    9. Tenchu 2: Birth of the Stealth Assassins

    8. Silent Hill Shattered Memories

    7. Chrono Trigger

    6. Legend of Zelda: Majora's Mask / Legend of Zelda: Oracle of Seasons

    5. Diablo 1

    4. FTL

    3. Bioshock 1

    2. Fallout 2

    1. Fallout New Vegas

  • Best example:

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  • I want to make a game where there is two tanks which shoots to themselfes

    SAY NO MORE.

    Here you go: https://www.dropbox.com/s/tj8iqiob5vy8c ... .capx?dl=0

    <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink"> <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink"> <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

  • int( random(lower bound, upper bound ) )

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  • mobilezdeveloper.com/running-construct-2-games-on-android-devices-with-cordova-and-android-studio

    Here is your answer guys if you didnt made it to this day.

  • Yeah, old consoles like SNES and especially NES, Sega Master System etc had very strict sprite and tile size requirements which were all power-of-two. 32x32, 32x64, 16x16 etc.

    It's weird. I remember meeting up with a programmer back in '15 or so when I had concepts that I didn't know how to implement. I'd been creating assets for one of my first games by then.

    (I'd tried Gamemaker back then but this was before I discovered C2) He told be the same thing.

    He said I should resize my images to power of two if I wanted to implement them for iOS.

    Now I don't know where this comes from.

  • We understand that graphics should be created as vector graphics, that they're supposed to be sized in multiples of eight, and that we will probably end up with two sets of graphics (a set for high-resolution browsers and a 'one size fits all' set of images for everything else). Some have suggested that the one size fits all sprites should be 64 x 64 pixels, but this seems *really* tiny.

    I've been asking this same question for years now. I read this on Tigsource before I even started looking for game making software options but have not come up with a clear answer. The general here is C2 is designed to accommodate images of all sizes so this power of two rule shouldn't apply.

    Someone please correct me if I'm wrong.

    Is this power of two thing a myth or was this really a requirement back in the day?

    From what I can tell this might be true during the SNES era.

  • This is rare. I've only ever gotten black screen.

    Now white screen too huh...

  • Well first of all Bubble shooters take place on a Hex grid. Collision should only be checked after the bubble has taken its place in the grid.

    Seems to me you need an array statement checking which spaces fill identical bubble "color" codes rather than checking the collision. Of course I've never attempted to make bubble shooters myself so I can't be sure.

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MPPlantOfficial

Member since 17 Feb, 2016

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