oosyrag's Recent Forum Activity

  • Based on the screenshot, it looks like they are using higher resolution graphics with bi/trilinear filtering (anti-aliasing).

    The trade off is that your edges won't be quite as crisp, but then you also won't have to deal with all the strange artifacts that result from pixel rounding and filtering nearest, especially with anything in motion.

    Again, generally these things are not noticed by the end users.

  • AFAIK Construct doesn't have "tile" style pixel rounding support, if that's what you're asking about.

    Otherwise, jagged edges in pixel art is a given? Or I'm misunderstanding something.

    This is what tile based pixel rounding looks like - youtube.com/watch

    And this is what normally happens, like in Construct. discussions.unity.com/t/best-method-for-dealing-with-rough-sprite-edges-due-to-rotation/107698

    You'll need to decide whether you prefer point sampling (sample - nearest) or bilinear/trilinear filtering.

    Honestly in my opinion players will generally not care either way. Avoid static objects at angles to minimize the issue, and it should be difficult to discern for objects in motion unless you're specifically looking for it. The human brain does a great job of smoothing out imperfections like this, especially if the gameplay is more engaging than studying the arrangement of pixels on the screen.

  • Link a screenshot of your events or your project file. It's hard to help without seeing what you did.

  • Put them into a family.

  • Something is removing it. Do you have the destroy when outside layout behavior? Or any event that destroys it might be triggering unintentionally.

  • Two things -

    You put TileToPositionX/Y, instead of PositionToTileX/Y.

    You will need to pick the correct tilemap out of the two. You can use UID or an instance variable.

  • Try using the text input object, set to read only. You can change the appearance with the set css action. To add lines, use the append text action to add newline&"text".

  • Are no mapsquares being set? Are the wrong ones being set? Are you checking in debug mode or just seeing if your text is showing?

    It's easier to diagnose a problem like this if you actually uploaded the project rather than just a screenshot of events. You also have hidden events. I don't know if the mouse over and for each conditions are causing problems displaying the text, normally you wouldn't need both together in a single event. Do you have multiple overlapping mapsquares?

  • construct.net/en/forum/construct-3/general-discussion-7/google-drive-cloud-save-outage-158182

    You can log into drive manually to download your project and open it from your hard drive.

  • You can get the tile ID of the tile at any position with the expression Tilemap.TileAt(PositionToTileX(x),PositionToTileY(y))

  • No messages needed. Since movement is already synced, the peer can just compare the host position to the previous position to see if the host is moving or not (in the air or not, ect), and play the correct animation. This gets a little trickier for attack animations though, depending on what you need.

    Or just store host inputs as you would a peer's in an instance variable, and sync that. Then the peers would have the host inputs, albeit a little delayed, and can apply the proper animation based on input. This would be the most straightforward method.

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  • Have you tried following the steps as described in the manual? construct.net/en/make-games/manuals/construct-3/project-primitives/sounds-and-music

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oosyrag

Member since 20 Feb, 2013

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