ErekT's Recent Forum Activity

  • Thanks! I'm using local variables to check conditions of different instances right now and it works fine. Also just discovered I can pass variables to functions. So much stuff right beneath my nose that I'm missing

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  • So yeah, I want one specific instance to trigger stuff with another instance within an event. I tried this but it didn't work:

    Any ideas on how to do it?

    Another question: Can we do local variables within functions? Don't think we can but thought I'd ask. EDIT: Yes we can, boyah! Need to check the manual more

  • insanely cool art style! love it.

    Just a nitpick, i notice the hobo is getting blurred when he's drawn at non-integers. Since it's pixel art you might not want that?

  • Yo,

    What kind of gfx? Pixel art or hi-res? What's the game's native resolution?

    There are methods to get games to run faster on high device resolutions (desktop resolution on computers) but whether they're suitable depends on what kind of graphics and what kind of resolution you use for your game.

  • Maybe you could do it something like this:

    Untested, but I think it'll work. Let me know if it doesn't

    EDIT:

    Oops that last action is supposed to say "Set canvas size to Browser.ScreenWidth x round(Browser.ScreenWidth / 1.777777777777778)". Divide by aspect ratio, not multiply by it.

  • Where does Node-Webkit store files created with the savestate system exactly? Is it possible to access these files and/or set this location manually?

  • If you use the same name, exact designs etc then in theory you could get into trouble. In reality, it depends on whether the license holders still feel the IP is worth protecting. Maybe they plan to do some kind of re-release themselves for instance.

    They may send you a cease-and-desist mail if they find out about it but there's plenty of fan remakes of antique games floating around so I don't think that happens very often. Just don't try to make money off it.

  • Thanks, yeah I had forgotten where I got it from (Oppenheimer) and thought it was supposed to be in the manual somewhere

    Interesting observations, thanks for sharing those too I didn't know the separation could be limited by sprite boundaries if you apply it on the sprites themselves. I'll make sure I avoid that. Yeah the 100+ pixel shift behaviour is weird. Luckily I don't need to shift the channels that much. I'm just using it to simulate color bleed right now.

    Maybe it could be used as some kind of shadow/motionblur trail too? Mmm...

  • Um, can someone tell me where I can find some documentation on this effect? I've done a search through the manual, and the forum search tells me "too many common words" when I try to feed the effect name into it.

  • Hello hello.

    Like it says there in the title. How do I do it? Can I do it? When I select several objects I can obviously drag em all around together with the mouse but I need to be more precise, so I'd realllly like to move them with numeric values in the properties dialog or something. But I can only set world coordinates there. Is there another way?

    [EDIT]

    I'm so stupid. Snap to grid of course!

  • I've managed to hack it into layout.js by setting this.runtime.linearSampling to this.runtime.pointSampling in the Layout.prototype.draw and Layout.prototype.drawGL functions. Then if I use low-quality fullscreen scaling I get point sampling for the displayed gfx. It's not ideal. You need to re-apply the changes in layout.js every time there's an update and Scirra don't like us messing with official plugins due to possible compatibility issues with our capx files. It's a purely cosmetic change tho so shouldn't be a problem far as I can tell.

  • Just a quick question about the no-save behaviour. Since non-global objects get wiped from memory (right?) on layout swaps, will they still affect the savegame size outside their own layout if they don't have the behaviour?

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ErekT

Member since 17 Dec, 2012

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