mOOnpunk's Recent Forum Activity

  • fisholith could you by any chance export your tool to OSX for us mac users? Thanks.

    Also the menus are a pain in c3. They work fine in c2 but in c3 they are slow to respond to input and are always resizing themselves.

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    The image editor in c3 is a bugged filled mess and i think has been poorly coded from the start. A lot of bugs have been fixed for it already but its still buggy. Origin points not being positioned correctly or not remembered, graphics glitches when copy pasting, colour palette not be remembered when you leave and comeback, colour picker not working after first click, image editor still crashes c3 on occasions. I fear using it because of the crashes. And still no way to copy and past frames or whole animations between objects, basic functionality like that.

  • I experimented with this a few years back. I did it the way R0j0hound did with repositioning the tile maps, but rather than having 2 duplicate objects i instead used just the one object that moved with the tilemap position it was currently overlapping.

    I lost much of the work but still have one file left, if you can decipher whats going on. I'm also a bit better at coding now so some of the events might be a bit wtf.

    https://www.dropbox.com/s/w1tur97a8rzyxfo/worldmap.capx?raw=1

  • If you are familiar with Rex's pathfinding plugins you can use his "Edge" plugin in conjunction with his pathfinding plugins to create impassible walls/edges.

    https://c2rexplugins.weebly.com/rex_board_edge.html

    For my Kairosoft type game i'm working on i used the method R0J0hound describes where i did my own with events where each tile has a token list of the neighbour tiles it connects to so people can only walk on the roads. This is good because it means i can also do things like teleporters since tiles can have neighbours they are not physically next to.

  • I have a 16:9 aspect ratio iMac with resolution set to 1920 x1080, and for my game i also use a 16:9 aspect ratio size. I want to use pixel art so its crisp so i set fullscreen mode to "letter box integer scale" yet when i run the game i get black bars. If i use the browser object and set it to go full screen i still get black bars.

    The only way i can get the game to cover the screen with crisp graphics (not using fullscreen quality high) is to set full screen mode to "scale outer" and set the canvas size to the window size. This seems to work well for me since the game is designed so the hud and things can handle different screen sizes but i wonder if there is any pitfalls to doing this? I haven't noticed any drop in fps.

    Also why won't "letter box integer scale" work as it should, as in fill the screen at this size and aspect ratio?

    Thanks.

  • You can toggle a number variable which is either 0 or 1 using,

    abs(variable -1) or 1-variable

  • If you use the distance function then combine it with "switch Not outside layout" condition so the distance function only runs when switch is on screen, as it can be a cpu hog if doing it on lots of object (if you have lots of switches).

  • Thank you Mikal for your hard work in bringing this great fx to c3!

  • Hi, I'm interested in using this fx, but reading the c2 thread it appears it doesn't work when exported? Is this correct for c3?

    [quote:3bisupur]Effects like seamless screw up when exported as it doesnt take into consideration that construct bundles images into sprite sheets. Something similar could be happening with Skend.

    Thanks.

  • R0J0hound

    Thank you so much for taking the time to make the examples.

  • R0J0hound

    Is there any way to make them orbit at a 45 degree angle. I tried rotating the layer but i need parallax on it which messes things up.

    Thanks.

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mOOnpunk

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