lolpaca's Recent Forum Activity

  • Pixel rounding is off, but it actually looks no different either way.

    I'm sure this issue has come up before for someone else and there was a simple solution... just can't seem to find it!

  • Hey all,

    I'm having trouble with the pixels not showing correctly in a project. Here's a sprite in preview mode:

    And here's the same sprite in the image editor:

    As you can see, the pixels have kind of smudged - is there a way to get them to appear exactly as they are in the image? I'm using point sampling and the layout scale is set to 4 because I have a 1920x1080 window, but I want to use 16x16 sprites - not sure if that has something to do with it. I've messed about with a load of settings but I can't figure it out - any help with this would be appreciated!

  • Hey hey, thanks so much for all the kind comments! This project's on indefinite hiatus at the moment because, unfortunately, I've just lost the will to work on it over the past few months. It's become a bit unwieldy and a chore to work on - to answer your question SwatHound, there are over 1,500 events in the main event sheet alone I think a better programmer than me could probably cut that down by quite a lot though. It's been a great learning experience for me, and I've found out so much amazing stuff about what C2 is capable of, but I think it's unlikely I'll do any more with it - I'd like to focus on smaller, more achievable projects for now.

    The lighting's a bit complicated to explain, but actually pretty simple in practice. It's basically a combination of layers, the Canvas object (with blend mode set to DestinationOut) and little "light window" sprites that are created, then pasted to the canvas and destroyed. I started trying to explain it but to I realised I've forgotten exactly how it works, so instead I'll just share the .capx and hopefully people can figure it out from that. It's just a few lines in the "Illumination" group in the Main event sheet, but you'll need to look at the layers the objects are on and the opacities of those layers to get it right.

    Greed.capx

    Hope it's useful for anyone trying to make a roguelike game too (if they've got the patience to sift through my horrible code). If anyone's got any questions about it, please ask and I'll answer the best I can!

    Thanks a lot to everyone who's supported this project, especially and Wrangler for the awesome graphics they made.

  • Thanks! XpMonster 's solution worked fine for me, I just can't help thinking there ought to be a neater way to do it.

  • Thanks - there's no way to do it just by adjusting my initial event? I'd have thought that since I've already got the effect I want and just want to adjust the parameters a bit it'd be easy, but maths makes my head hurt

  • Hey, so I want to have the scrolling set relative to the player sprite's position and the mouse position. Currently I'm using:

    Every tick > Scroll to (abs(Sprite.X+Mouse.X)/2), (abs(Sprite.Y+Mouse.Y)/2)

    which works OK, but I want the view to centre more around the player sprite so that there's more of a "pull" to the player's position. At full stretch the view should centre around 1/4 of the distance between player and mouse, originating from the player. I've tried a few things with the numbers and I'm sure it's simple, but I can't seem to figure it out!

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  • Little endless flyer I knocked up in a few days for fun. Enjoy, and let me know if you want the .capx! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    https://dl.dropboxusercontent.com/u/106 ... index.html

  • Trying to implement a high score to my game and the only object I can find is LocalStorage. I can't find any documentation on LocalStorage, only Webstorage, and going on the manual entry they don't seem to be quite the same. Did one replace the other?

    EDIT - Never mind, I've figured it out now! Seems like it's still in beta.

  • Hey all,

    I'm making an endless runner (well endless flyer, but yknow) and I was wondering if anyone could offer some advice on getting the best performance before I get too far with it. Currently, I'm making it so the layout is just window-sized, the player sprite is actually stationary, and the backgrounds and environment (which are large, procedurally-generated tilemaps) move using the bullet behaviour. It's going OK so far, but I've noticed the odd framerate drop and I'm worried this might get worse as I go on.

    Would I be better just making the layouts bigger (but I'd need huuuge layouts, like 100,000 px long at least) and doing it "normally" - ie with the player sprite moving through the level and everything else staying still? Is there some trick with parallax and scrolling that I could be doing instead? I'm hoping I can make a mobile version once I'm happy with the desktop one, so performance and efficiency are going to be top of the agenda on this. If anyone's made anything similar and could give me some advice I'd appreciate it.

  • korbaach Ahh, so simple! Thanks a lot

  • I have a spell in my game that shoots 2 projectiles at once that use bullet and sine movement (so they shoot ahead and swing up and down as they move). I want one of the bullets' sine directions to start off in the opposite direction, ie one starts going down and the other up, so they kind of loop back and forth with each other, but I can't figure out how to do it at all - I've tried reversing the angle of the object but the sine movement stays the same. Any ideas?

  • I don't think "On enemy destroyed" > "Start fade" will work anyway, as the enemy is destroyed as the trigger so it no longer exists (correct me if I'm wrong, never used the fade function)

    The explosion method should work just fine though - I'm not sure why it wouldn't, what you're trying to do is pretty simple. I'd upload a .capx, but I use a bunch of plugins you probably don't have, so that could be problematic. Could you show (or write out) exactly the events you're using? It should go something like:

    [Enemy.Health] = 0

    [Enemy] Destroy

    [Enemy] On destroyed

    [Enemy] Spawn object [Explosion]

    [Explosion] On any animation finished

    [Explosion] Destroy

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lolpaca

Member since 28 Feb, 2013

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