GeoffB's Recent Forum Activity

  • Just a note on this: it’s helpful to use Templates to avoid situations like this. Make sure your “prefab” object is set to template mode and then use that for whenever you need to spawn the object.

  • Make sure the layer with the objects is set to Force Own Texture.

  • I recently bought that addon and it's pretty good! Tested with both midi in and out; it's quite fun to play with :)

  • There are loads of pixel art tutorials around, Pixel Joint is a good place to start. In terms of dev, I’d say start with the pixel art present in Construct, and check out the many examples!

    The best advice I can give is to figure out your aspect ratio and screen size as early as possible. Pixels should ideally be kept a consistent size across a project. But also just experiment and find your style. If you wanna keep it old school and stick to NES/etc. rules then that’s great, but there are plenty of modern pixel art games that break the mold and look great for it (and many that don’t) 😬

  • There's no support for mixing sampling modes per-object. But I've had some success with the project set to Trilinear, and the Pixelate effect with a size of 1 applied to the pixel art objects.

  • I love doing stuff like this! Here's a little sample of some transitions: 1drv.ms/u/s!AhWRm9FAXcyGlaNnAmc0nKdIryAJ2g

    This pastes objects from the start layout into a canvas, which is set to global. The canvas has multiple effects on it (disable those you don't use). On start of the game layout, a tween is applied which determines the effect parameter or position/scale/etc.

    You can mix and match effects, change timing and eases. This is just a bunch of random stuff thrown together so it's really just a couple of ideas to get you started :)

  • I tested the game and didn't notice any slowdowns. Checking out the c3p there doesn't seem to be anything obvious that could cause the issue.

    You'll need to do some proper debugging on your side. Disable events until there isn't any slowdown, and then work back from there. Also look into objects which might be spawning constantly, excessive visual effects, or an endless loop somewhere.

    Game looks great btw!

  • You can build an installer with third party software. I’ve used Inno Setup in the past and it works really well. jrsoftware.org/isinfo.php

    You can also do a basic installer with Winzip, winRar, and I think most compression software.

  • I suggest you use a dictionary rather than global variables for anything that needs to be saved. Saving/loading dictionaries is easy with the dictionary.asJson expression.

    Alternatively, a bit more messy, you can use system save/load to store the entire state of your game. I say it’s more messy because it will restore the state entirely, not just the variables. So you’ll need to handle the states of instances, current layout, etc when loading.

  • Try something like this:

    Add the timer behavior to the player. Whenever an input key is released, start the timer. Whenever a button is pressed, stop the timer. On timer, play the animation.

  • This sounds interesting, are you basically thinking of an array as an instance variable? If I’m understanding correctly this could be a useful feature!

    Instead, you could look into using a dictionary instance per object and/or one or more arrays. Or a comma separated instance string variable and then use tokenat/count to loop through where necessary.

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  • If you want to smoothly transition between the values, you can use the Tween behavior. Create a small, invisible helper sprite and set it to tween value (from a to b, over x seconds). Then have an event If Tween is Playing, set the global variable to its Tween.Value

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GeoffB

Member since 15 Jan, 2019

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