BattleJenkins's Recent Forum Activity

  • Thanks for the tip! I've done some poking around with my color management settings, but haven't really gotten anywhere super productive yet. I managed to fix the errors with the background saturation, but not the color cycling - still, at least I know where to look.

  • It doesn't happen in Node-Webkit exports either, so I'm guessing this is some kind of strange browser issue - any hints of what might be affecting it?

  • Problem Description

    I recently built myself a new desktop and migrated all my project files over - a problem I'm having on this new computer I didn't have on the old one is that the colors on certain elements of the game are all out of whack for some reason, but only when the game is running in preview mode:

    (Actually the image compression on this makes the two images look more similar than they should, but the rainbow colors not being properly replaced with the yellow shades is the most egregious problem.)

    On the left is a running preview of the game, with the color replace filters I have on that rainbow-looking section not working properly, as well as having the saturation blown out on a bunch of the background elements. To the right is the editor, with the colors appearing how they should. This doesn't happen in Microsoft Edge, the only other browser I have on hand to test in at the moment.

    Affected Browsers

    • Chrome: YES
    • Internet Explorer: NO Operating System and Service Pack Windows 10 Pro Version 1511 OS Build 10586.494 Construct 2 Version ID Release 228
  • Hey there everyone! Sorry to resurrect an old thread, but I revisited this problem on a whim and found a solution:

    I just made a copy of the Platform behavior called Platform (non-stick) - it's identical, except I found this block of code and commented it out. It seems to work just as intended with no problems! This would be really useful to have as a simple toggle available in the behavior properties, though!

  • I ended up coding up my own not-perfect-but-functional platform movement based on the custom movement behavior - but it would be pretty nice to be able to turn the 'sticking' aspect of the behavior on and off! The height-changing floor is a clever solution, but not really one that'd mesh well with other aspects of my game - I may end up giving it a try anyway, though!

  • I'm not just doing a flat scrolling floor - I'm doing a dynamically generated landscape of tiles. Otherwise, the invisible / immobile ground thing would work, but, alas!

  • Hello there! I'm working on a side project that involves a platform movement object going over an unlimited scrolling tilemap - to accomplish the unlimited scrolling, I have the tilemap and player slowly move to the left at a constant rate, and periodically shift it a tile's width to the right every time it moves a certain amount off the screen, as well as simultaneously shift all of the tiles along with it by transferring the tilemap's data to an array, deleting a column, and then transferring it back in one tick - giving the illusion of continuous movement.

    Unfortunately, because the platform behavior will automatically shift position along with whatever the object is standing on automatically, this causes various problems - like the player sliding at double speed to the left while standing on solid ground, as well as jumping 16 pixels every time the tiles reset. I've tried to compensate for this behavior in my code by disabling the scrolling movement on the player while the player is standing on solid ground, but this doesn't produce satisfactory results - you can still see the offset for a frame.

    I would just re-code the platform behavior from the ground up using custom movement, but I would like to avoid it if possible - is there any built-in way to remove the built-in behavior meant to emulate moving platforms?

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  • This'll solve my problems! It is bought!

    Should I be getting an e-mail automatically, or do I have to wait for the plugin creator to manually send it?

  • Aahhh! This is perfect! Thank you so much, I really owe you one! Once I have a bit more time, I'm gonna really delve into this and try to puzzle out how it works - switching to one big circular tester instead of a bunch of tiny ones was definitely a really good call.

    Let me know if there's anything I can do for you in return! Once this project is done and I get paid for it, I wouldn't mind sending you a pizza or something, hehehe

  • I'm working on a Puzzle Bobble clone for a web design client, and I've got the basic mechanics in - but I couldn't get any of the flood fill examples provided by forumgoers to work right. I eventually devised a flood fill method that works, but very poorly - it's slow and system-intensive, and doesn't loop right. This means that there can be a delay before a bubble match is recognized, and an especially long delay for bubbles that are no longer connected to be recognized as such and be forced to fall - especially when the screen is full of bubbles.

    Here's the capx:

    https://www.dropbox.com/s/3pb7uwssfw9fs ... .capx?dl=0

    And here's a live web demonstration:

    http://battlestudio.com/bubblepop/

    The controls are - left click to shoot a bubble, middle click to make a new bubble row on the top. There are also touch controls implemented, but no touch debug key for making new bubbles yet.

    I can probably make a workable full game with this imperfect method, but I'd really appreciate it if anyone could help me put together something more solid! And of course, feel free to learn from my code if you were curious about making your own game of this type!

  • Over the past few days, I put together this little engine for automatically picking appropriate tiles out of a tileset! Included are functions that load / save a tilemap to an array, and perform bitwise functions on the array in order to choose the appropriate tile for every space. I'm not sure if this is the right forum to put this, but if it's not, feel free to move it!

    This system is perfect for creating your own level editor and saving time on fitting all the right tiles together - you can also use it to make really good looking randomly generated terrain, or for adding and removing tiles in real time for a really good looking "mining" effect!

    You can mess with the example here! http://battlestudio.com/TilePick/

    And you can download the .capx here! I commented the code the best I could to explain how it does everything: http://battlestudio.com/TilePick/TileArray.capx

    If you'd like to see this expanded or would like to see more of these kinds of examples from me, please consider checking out my Patreon: https://www.patreon.com/BattleJenkins - one of the rewards nets you an hour of my time every month, if you wanted me to help you figure out other Construct 2 tricks!

    Feel free to use this code as you like! You don't need to credit me, but it'd be really appreciated! (Just don't take the credit for yourself if you repost this anywhere!)

    I hope this comes in handy!

  • So far this is the only feature I can see that's glaringly missing from Construct 2, and I really hope to see it included soon. The fact that game creators don't have the power to control the framerate of their games is surprising, and bordering on unacceptable, in my opinion! The framerate is something that can dramatically alter the experience of any visual medium in motion (just ask people who saw the Hobbit at 48fps), and as such it should be in the hands of the game creators. Even if hovering between 40-60fps is "better performance" by the numbers, a constant 30fps would offer a much better experience.

    There's also the fact that one might want to limit the framerate for purely aesthetic reasons, perhaps emulating the experience of older computer games that ran at a low frame rates, or limiting your game to 24 fps for a "cinematic" feel - reading a post by one of the C2 creators saying there's "no good reason to do this" made me feel a little insulted!

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BattleJenkins

Member since 13 Jul, 2013

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