RookieDev's Recent Forum Activity

  • Aphrodite That was my first guess,I messed around with all of the settings and when using Tilemaps it forces you to use specific settings if anyone forgot about that.

    Ive toggled most of them on and off and still seem to see a bit of jitters,I ended up lerping my camera for smoother movement and it has worked somewhat but some jitters are still visible in the character mask and background sprites.

  • Anyone Know how to fix the jittering? I cant export a game in this condition.

  • Hi everyone,

    I recently switch from cocoonJS to XDK and im having alot of the issues that i tackled arise again on me for some odd reason.

    Im having some issues with a Jittery Platformer Movement and some Jittery Background images that are set to Parallax scroll on the horizontal axis.

    Im making a game using TileMaps and yes i have Pixelated retro style sprites.

    I just posted on the XDK thread because of an issue that involved blackbars appearing on my mobile device,Once i fixed that i started to see that my platformer character is Jittering so much that it is just an eyesore and in my OP its unplayable like that!

    What i tried to do was use True Pixel Rounding and set the players position to Round(Player.X) Round(Player.Y) But still was able to see jittering plus i seen a 1-2 pixel wide gap underneath my player mask(Which i thought was fixed)

    Im really at my wits end with the jittering player,What is the definite fix for this.Only thing i came up with was True Pixel Rounding. Thanks guys,Im sorry for being frustrated i didnt want my mood to alter how i talk on the site.

  • > Has Anyone been able to export a game with Intel XDK Without having black bars on the screen? Ive masterd how to do this with cocoonJS but it seems that was all for nothing now that it has been taken down off of the main list of export options.

    >

    > Ive been using this guide but for some reason im not getting the results i need for Landscape Settings.

    > https://www.scirra.com/tutorials/1126/m ... ces/page-2

    >

    > Could anyone with the knowledge enlighten me,I really cant believe im having these issues once again.

    >

    Is your project using letterbox scale (I know cocoonJS automatically revert to scale outer in that case, so it may be just that to change in the case of crosswalk)

    If it is nit the case, then ignore my comment

    Thank you,I really forgot that CocoonJs did do that for us.I really have to thank you for your comment,When i seen the black bars i instantly went into a bad mood.Once again thank you for your swift reply,I will export now to see if all is corrected.

    Update: The only issue that i have now is that my Player Mask and my BG sprites are jittering and shaking like crazy whenever i move my player.I started a new thread for this since im pretty sure its not XDK related.

  • Has Anyone been able to export a game with Intel XDK Without having black bars on the screen? Ive masterd how to do this with cocoonJS but it seems that was all for nothing now that it has been taken down off of the main list of export options.

    Ive been using this guide but for some reason im not getting the results i need for Landscape Settings.

    https://www.scirra.com/tutorials/1126/m ... ces/page-2

    Could anyone with the knowledge enlighten me,I really cant believe im having these issues once again.

  • DUTOIT You dont even understand how excited i am to work with this,Thank you so much for going through what you did to find the files needed for me to learn about how this works.

    I cant thank you enough for your reply.I will be studying this for the rest of the day.

  • DUTOIT Whats up Bro, Thanks for the quick reply!

    Is there any tutorial on how to make it work? I understand the logic somewhat but im unaware of how to use the canvas plugin.I know how to use particles pretty well for splashes, bubbles ect.. This just seems pretty advanced to me.

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  • Tom Great Job,The new store is pretty epic and its alot bigger than i expected it to be.I really love how you guys made everything Royalty Free!! Power To The People!

  • I have a link to a water effect ive seen on the web and it is so epic that i must know how to recreate this using our engine.This is the best looking water ive seen in a long time.The realisim of how the water moves is eye candy in its own right.Ive tried using sine and the outcome looked pretty obvious that it wasnt natural at all.

    Does anyone have the knowledge to actually recreate this? Ive seen some of the stuff it requires and its way out of my league as of right now.

    I feel that this water effect could help make alot of platform games feel more polished.Could anyone recreate this effect?

    It would be pretty cool if someone threw their 2 cents in.

  • inquiesco That is amazing logic and it just might work using Construct 2 great idea.My thoughts on LOS are limited since i have not used it yet for any projects i have been creating.

    Is there a performance loss when dealing with the LOS?

    I also want to thank you for your reply it helped out a good bit.

  • Anyone have an idea on how this same logic can be made inside of construct 2? The part that confuses me is how would i make the engine check to make sure there is a solid before my enemy /NPC is spawned?

    How could i do that within this engine?

  • Whats up everyone!

    I had a question about Npc spawning and i figured this was the best place to ask.

    Im sure that this thread will help alot of people now and in the future.

    What i have is a link to a game called Terraria,for those of you that dont know much about this game you can look it up on google pretty easy,Its a well known game.

    http://terraria.gamepedia.com/NPC_spawning

    What im trying to figure out is how to create the Spawn Logic that they have in place inside this game,I want to have a smarter way of choosing a spot to spawn my Npcs/Mobs and from what i read,I use Tilemaps so it is similar to how the tiles are used in Terraria,This sounds like it is a winner for any sandbox games and other genres aswell.I will copy and paste it inside this post for anyone that thinks they know how to recreate this triple A logic inside construct 2.

    Thanks guys,I hope the info in this thread helps you guys out in some way.

    How Do We Recreate This In Construct 2?

    When the game decides to spawn a monster, it will first choose a random tile within a rectangle around the player. The maximum distance from the player it can choose from is 84 tiles to the left or right, and 47 tiles up or down. If the picked tile is solid block, it will try another one. If the picked tile has a wall that blocks monsters from spawning, it will also try another tile.

    Once an empty tile is found, it moves down until it finds the ground. If there is enough space for a monster to be spawned at this location, this will be the tile it chooses. The exception to this is when the player is in an area where Harpies can be spawned. In this case the game does not attempt to find a ground tile.

    The chosen tile is then checked to make sure it is not within the "safe" area around the player. Monsters cannot spawn less than 62 tiles away left or right, or 35 tiles up or down.

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