Thndr's Recent Forum Activity

  • I was wondering, would it be possible for 2 projects to use the same resources?

    For instance: What if I have Game 1 and Game 2

    They both use the same tiles/sprites/sounds, but they're two different games.

    Can I set it up so it'll be like

    URL//games/game1.html

    URL//games/game2.html

    URL//games/images/FILES

  • Ah, okay then.

    You do still have the option to publish as a Offline PC app, but with a different method I assume? (not just Windows 8)

    Edit: Did some google-fu. Moving to node-webkit it seems would be replacing Awesomium, right?

    Edit2: beaten. Thanks for the quick replies ^__^

  • Well I assume they would have to put up Steam Workshop integration for "publish to Steam", unless you mean create a standalone executable that Steam would accept as an application to put on the marketplace. I assume the Awesomium wrapping would function for that.

    I want to know if Steam would have x64-bit versions and Beta releases of Construct 2 in the future as well.

  • Okay getting something weird now. Fixed all my previous issues so far, but CurY and CurX seem to be reversed using a CSV array. The X value has to be CurY and the Y value has to be CurX or else the level is on it's side.

  • Okay tried out some things and I figure I'm doing something wrong as it's not turning out how it should.

    using CSV2ARRAY plugin by Rex to make a tile array and then converting the value into the animation frame.

    The image is supposed to look like this:

    i.imgur.com/ofn3g.png

    But it just cycles through the tiles until it gets the last one.

    EDIT: Forgot to turn animation speed off. Also had to adjust array tileplacement calculations.

  • Been playing around more with construct, and currently after looking at things unsure how I would go about making a level more smoothly than manually copying instances of a solid object.

    Read some things and heard about a CSV plugin being able to use an array to generate the level for a tileset, but also heard arguments against using all tiles due to performance issue.

    Would it be best to use a giant(depending on level size) tiled background image for all the "background" tiles and then have only the solid ones in an array to be generated?

    The software I use to generate my tiles is a great one called Pyxel Edit ( pyxeledit.com ) which has options to export the tileset as a png file along with a text or XML document of their placements

    Text format (no rotation/flip information as of yet, hopefully next update)

    dl.dropbox.com/u/73774002/plains1%20test.txt

    XML format (includes rotation/flip information)

    dl.dropbox.com/u/73774002/plains1%20test.xml

    (-1 means no tile placed there)

    Sorry if the post is a bit long winded, so I'll just reiterate things succinctly here:

    1) Performance wise: Better to use all tiles or tile-solids with a large background image?

    Edit:Apparently tiled backgrounds blur when resized while sprites do not, and sprites do no blur if webGL is enabled. So I guess all tile sprites is the way to go

    2) Instructions: How would I use a CSV file to make a level map ; or the XML file?

  • Well figured out another work around for it, unsure if it'll pose an issue down the line but it works.

    All I did was because the bounding box tries to autofit 1 pixel larger than the sprite, move the collision box 0.5 pixels down and it always auto-rounds to be on top of the tile sprite. (had to modify the top to make sure it collided right as well)

    dl.dropbox.com/u/73774002/gbstyle_demo.capx

    Seems like it'll work well, although unsure how much of a hassle it'll be to make sure all the collision boxes are the same and how it'll work in the end. I wish there was accurate positioning rather than approximate position though :(.

    I assume I am doing it right for tileset based platforming, with sprites at different animation stages being marked as solid?

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  • Ah, so the collision is more of an approximation than it is an actual value, even at low speeds.

    Looked around and I guess unless I get a custom platform engine to do my work, there isn't really any solution since I'm working with low resolution and the engine physically displaces the sprite into the solid objects (meaning if I had it 23.5x pixels tall it doesn't go through a 24 pixel tall hole unless it's into the ground a little bit, which happens when you land 50% of the time)

  • I was messing around with the collision polygon thing, make the box take up roughly 0.5 pixels less than the sprite itself.

    When the sprite is into the ground, it goes through the 24x high hole, but when it's standing on the ground, it doesn't go into the hole. I believe all of this is related. Going to mess with the fall rate to see if it's "going to fast" and the game doesn't catch it in time. Edit: Nope, still happens at Fall Speed 2

    Unsure why it would make the player sprite intersect with the solid tile 1 pixel.

    I know what I'm trying to make is rather low resolution, but depending on how it's working I might just have to mess around in GameMakerStudio instead of Construct 2. Wanted to make an HTML 5 game with the Awesomium wrapper run natively or in a browser, along with learn some Javascript instead of some custom language (GML). Maybe if my project wasn't so strict on pixel interactions :(

  • The first one was made with the construct beta, and the 2nd one isn't even a modification of the file I posted. :(

    I could easily make the sprite smaller itself, but I was considering the fact that if I have a 24 pixel high hole, a 24 pixel high object should just slide through. Plus with how it's designed, I'm not going to make the sprite smaller.

    What I would consider a good work-around is keeping the same sprite size but making the collision box for it smaller somehow. I could actually use that sort of thing for gameplay dynamics

    EDIT: Found it, it was under Sprite then it was the option below ORIGIN, Collision Polygon. Still find it weird that a 24x high sprite can't fit into a 24x high hole.

    Also why does the sprite when you jump sometimes go into the ground 1 pixel? (turned on pixel rounding to make it more apparent)

  • I made a small proof of concept demo and I seem to be having a couple issues with collision

    dl.dropbox.com/u/73774002/gbstyle_demo.capx

    I have the sprite 16x24, and the tiles are 8x8. The sprite does not go into the hole between the solid tiles nor do they go along the path. (I don't plan on having them that small in an actual game, just for this demo)

    The sprite also sometimes appears to take the space of the top pixel of the tile objects as well. Anyway to fix that?

    One of my thoughts was making a custom collision box for the sprite (and sloped tiles) but in a brief passthrough I didn't see anything of that sort. While it's a work around, I would also use a custom collision box for gameplay dynamics as well.

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Thndr

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