superdbop's Recent Forum Activity

  • Fun :) I like the name "Super Pickle Man"

    I found a bug in level 1.2 though. When you're at the top of the level on the right side, there is an invisible wall. I was able to wall jump all the way up, get on top of it, and then fall all the way to the bottom of the level outside of the screen. I wasn't able to get back up by wall jumping either.

    An invisible ceiling there would be a quick and easy way to prevent this :)

    This was on the desktop. I don't have a smartphone to play with the mobile version.

  • Hmm... Maybe try using the Pin behavior. This way, you can avoid imagepoints and pin your sprites On Start of Layout rather than setting the position every tick.

    Or... Maybe the combination of Pin and the position rounding I mentioned earlier will allow you to stay pixel-perfect without the need to turn Pixel Rounding on? Just make sure the position is being rounded early in the Every Tick.

    Hopefully someone else can help too. I'm still a Scirra newbie :D

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  • Here's a quick capx to apply pixel rounding to the sprite's position.

    https://dl.dropboxusercontent.com/u/161279569/construct2/forum/truepixelrounding.capx

    Basically:

    Every Tick

    Player | Set Position round(Player.X), round(Player.Y)

    As you can see in the example, solids seem to push the player up one pixel (bug?). I have pixel rounding turned OFF in the capx.

    Edit:

    I should also mention I was incorrect thinking the pixel rounding is affecting the jump-thru. The bug is still present in this example, even with the recommended one pixel height.

    How are you positioning the sprites to your hitbox? And can you post a capx? It doesn't have to be one of your game. A quick mockup with basic colored blocks will work. Maybe we can all help figure it out :)

  • This bothers me too. I'm making a game based on Gameboy Color specs (160x144 resolution) and pixel rounding seems to be causing a lot of issues with jump-thrus. IE: run off the edge of a jump-thru then try to make your player fall back towards the jump-thru and they will teleport back on top of the platform.

    Ashley

    What is the reasoning behind visual pixel rounding with floating point positions instead of integer-based positions? Is there any way to have all positions strictly integer-based?

  • Tada!

    https://dl.dropboxusercontent.com/u/161279569/construct2/forum/mimic_layer_mask.capx

    This is a very quick example of applying a "dream like" effect to the top and bottom portions of the screen. It uses Construct 2's built-in autorunner demo.

    Steps to reproduce:

    1. Create a new layer with a parallax of 0,0 and place it above the layer(s) you would like to change. This will effect all layers underneath this "layer mask."

    2.) Create/import a new sprite on this new layer or tiled background that fades from white to transparent.

    3.) First apply the "Divide" effect to the new layer and the add any other effects you would like after that.

    That's really all there is to it. The whiter the area, the more of the effect you'll have and the more transparent the area, the less of the effect you'll have.

    I plan on using it to create a tilt-shift effect in a future game, but I can also see this as a way to create patchy fog, fuzzy line-of-sight by pinning the image to the player, etc. This method should work with all effects so you should be able to do things like apply a wave effect just above the ground to imitate a hot sunny day, etc.

    Pretty cool!

  • Sure. I'm at work now, but I'll try to whip something up on my lunchbreak. :)

  • Got it! (maybe!)

    I created a layer with a single white image fading from 0% to 100% opacity. This layer has the "divide" and the "horizontal blur" effects in that order (NOT the sprite on the layer, but the layer itself.) Higher opacity = more effect.

    Awesome <img src="smileys/smiley20.gif" border="0" align="middle" />

    (on a side note, the current game I'm working on uses a similar trick to add scanlines to the entire game without using multiple layers. Single white image on the top most layer with the divide and scanlines layer effects applied.)

  • Hello my fellow Constructors!

    I'm wondering if anyone has found a way to create something similar to layer masks in Construct 2, similar to how they work in image editing programs.

    I'm gathering ideas for a future game and I would really like a way to have a sort of faded blur or haze effect on the screen. By that I mean, the original art naturally fading into a blurred portion of the screen. (ie: bottom of screen = clear, middle of screen = kind of blurry, top of screen really blurry)

    In most art programs, you do this by creating a layer mask with a black and white gradient. The mask basically controls the layer's opacity.

    Does anyone have any ideas on how to accomplish this in Construct 2? I tried looking through the WebGL effects and couldn't find much. But then again there are so many I may have missed it!

    Thanks,

    Dustin

  • Here's a somewhat related thread on tiles:

    http://www.scirra.com/forum/for-those-whove-made-tile-engines_topic70144.html

  • Nice! Good thinking.

    I just loaded in a test tileset, set the character width/height to 8x8 and started typing. I like how word wrapping is on by default so all you need to do for the next line is hit space.

    This would definitely be a good base. I'll have to brush up on some js and see if I can whip up anything useful.

    Thanks for the tip :)

  • Thanks for the quick reply.

    Yeah something barebones with non-animated frames, no collisions, effects, etc would be great. I keep finding myself drawn towards the Tiled Background object, but... no separate frames.

    I figured a single image would probably be better in Construct 2. And file size isn't really that big of a deal these days (especially an image this small.) I'll take a peek through the 3rd party plugins, though. Maybe there's something in there.

    Thanks :)

  • Meloo and mineet

    Thanks! This is my first time doing pixel art. Hard work! But so much fun :)!

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superdbop

Member since 24 May, 2013

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