Paradox's Recent Forum Activity

  • Ashley did add a way to put a row of transparent pixels all the way around the image. Hit crop in the editor with nothing selected.

    However it adds the row of pixels to the size.

    Edit: Actually I believe Ashley already has requests for selecting the origin point of the tile, which would allow you to move it up a pixel.

    I always liked that idea because infinite scrolling backgrounds would be easy if you just cycled that number.

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  • What didn't work for you?

    I added

    AFont2 | Pin Pin to Sprite (position & angle)

    to the end of event 7, and it followed just like the text.

    It should be pinning the newly created letter to the sprite, so they all get pinned individually.

  • The tiled image always has a row of anti-aliased pixels along the edge between solid and transparent edges. I doubt Ashley ever wrote anti-aliasing code, I believe it happens in the graphics card. (Anti-aliasing has come a long way since early games.)

    Outside the game your image holds the source data to tile. During runtime your image size is a window showing a piece of that infinite tile.

    So you have to see that anti-aliased row somewhere, your choice, transparent row at the top, or at the bottom.

    If you go over the power of two, the image will be stored in a bigger PNG file to fit the extra row.

  • Here is a post where you can see Ashley's explanation.

    http://www.scirra.com/forum/r106-lines-around-tiled-backgrounds_topic58776.html

  • Have you tried making it where your enemies are turrets too? (moving turrets work just like stationary ones.) Use the turret code to do all that for you.

  • Are they manually done? I just hit a year and a month.

    I thought maybe it was being adjusted, because the Notch page has Ethan and Tom himself on there 5 times each.

    http://www.scirra.com/badges/21/notch

    Edit: Ok, maybe you saw this or it was a coincidence, but it showed up.

  • That looks like a variation of what I said, it's not working?

    You shouldn't need the "Turret has target" conditions, as it's in an event triggered by "on shoot", so there is only one turret picked. But that shouldn't keep it from working.

    Hmm, I just converted the turret demo to something similar, and the Family isn't picking right. I set it to pick the enemies directly and it worked. I don't use families often, maybe I did something wrong.

    Here I went ahead and saved my test capx:

    https://www.dropbox.com/s/xwvmqpyull4qs72/TurretMultiBulletTest.capx

    It's the demo for turrets that come with Construct, converted to use families, and multicolored bullets.

    But as you can see in Events 16 and 17, the family (disabled) version doesn't work.

  • TurretSprite | On Turret Shoot | Spawn the bullet

    (like normal)

    Make a sub-event inside that event so that the right turret is currently picked:

    Enemysprite | Pick Instance with UID TurretSprite.Turret.TargetUID | set color

    That is, Pick by UID in the target sprite, then enter for the UID the turret sprite's "TargetUID" expression. Then, the proper target will be picked, and you can set the color or frame.

  • I haven't actually done it myself yet, but here is a tutorial, maybe it has the missing answer.

    https://www.scirra.com/tutorials/483/windows-8-and-clayio-integration

    Ok, just looked through it, it's a bit complicated. But it sounds like your problem on page 3:

    he final thing we need to change is to give the app permission to access the internet as without this it will crash when you try and access the Clay.io servers. Go to the Capabilities tab in your package.appxmanifest file and check the Internet (Client) option.

  • When you export, there is a drop down box allowing you to choose how compressed you want them. Make sure you have "Brute (very Slow!)" selected. It's only slow while compressing, not during play back.

  • It's been reported before, ALT isn't supported for sizing, we just do it from Photoshop habits. But ALT presses sometimes crash Construct2. Until it can be reproduced, it's not likely to be found and fixed.

    You can just press it at random times in the layout editor and get the crash too. (usually when least expected) So try to avoid that key.

  • Yes, Construct2 only creates HTML5, so it has a "desktop wrapper" that includes the HTML5 engine.

    Here was the update it was introduced:

    https://www.scirra.com/construct2/releases/r115

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Paradox

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