DrewMelton's Recent Forum Activity

  • Does anyone think it's worth the trade off of better looking visuals over a smaller image using letterbox integer scale vs say scale outer? Won't most people be bothered that it won't go full screen? It's closer to half the screen actually.

    Of course, the node webkit doesn't go full screen anyway. It still shows the taskbar at the bottom and whatnot. But I guess Minecraft does the same, so oh well.

  • I hope the weather returns to normal soon. We very very rarely get days where it's -6F here in West Virginia. I don't think the houses here are made for this sort of thing. We've already had a few pipes bust and 2 inches of water in the bathroom. I had someone help me fix those, but the water is still acting screwy. Not to mention that it's a bit cold in some rooms. The temperature should be back up tomorrow a bit. 20 or 30F might actually feel warm compared to this even though it's technically still freezing...

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  • This thread had some links in it about Steam.

    scirra.com/forum/request-steam-plugin_topic79133.html

    I really hope Steam gets fully supported at some point. It seems like a perfect fit for the type of games made with C2. I mean, if you're going to make a game with PC in mind, you might as well get it on Steam, especially with the growing popularity of Steam and its upcoming consoles.

  • I must have missed the updates to this thread. But yeah, things could have gone smoother. I myself spent half the time fighting the music recording software rather than actually writing and recording music, but I think it worked well enough. I only got the music software (Presonus Studio One 2 Pro) a couple weeks before the comp, so I was still learning it. And then, of course, I found more things I needed to learn or solve when I started recording as well.

    It is unfortunate that we ran into problems along that way that slowed us down. I would have liked to see what we could do without "wasting" time, but it turned out alright.

    I was wary of SVN before we started. It just seemed so risky. I don't like the fact that work can be lost. I would rather everybody had worked on a separate file or something so at least we could keep our progress, but I don't know how that would have worked.

    With a large team, it is a bit tricky to get everybody to agree on something, especially when we must do our brainstorming at the last minute. There were times like I felt we weren't all on the same page or aware of what someone else was wanting. I never did figure out what happened to the other music guy. Of course, I was going to do everything we needed anyway. I think the music I did turned out fine, though I would have like to spend more time working on making the music better than troubleshooting sound issues.

    I think the end result turned out fine. It would have been better had we just kept it simple. I was assuming we would just make a hard-to-find exit with time running out for the torch. Then, there was talk of ghosts and all this other stuff, which is fine. I just think we didn't really have time to flesh it all out.

    Overall, I had fun, and I'm glad that people like the game even with a few bugs here and there.

  • I think I know why he can't see the event sheet. When I first opened it, it was scrolled all the way down so far that it looked like nothing was showing up. I thought it was blank too until I realized I could scroll up.

    I haven't patched Firefox yet, so it probably has sound issues anyway, but even opening it in Chrome, the music didn't work. I was able to play the music fine double clicking on the songs in the project folder though. I'm not sure why they are not playing right. Someone who has used C2 longer than I will have to figure it out.

  • It's also a good idea to study classic games to see how they did it. With a bit of study, you can see how big they made the actual sprites, and how they did the animations.

    Try this site for some ideas from classic games: www.spriters-resource.com/

    Also, I draw mine with a Wacom tablet in Photoshop.

  • I had a similar problem. I had to turn off auto backup. It was literally taking nearly a minute to save each time. Now it's instant. I guess I'll back up manually...

  • and made sprites too big instead of linear sampling and pixel rounding likeDrewMelton said.

    Point sampling, not linear. But yeah :)

  • I might be interested. I'll send you a private message here in a bit with some stuff and we can talk.

  • Hey, thanks guys, I'll try all this. DrewMelton, My sprites are that big because they were extremely blurry before, but yeah, they probably are quite a bit too big. I'll play around with that and see how small they can be without being very blurry.

    I think that's because you weren't using point sampling. It looked like it was set to linear sampling instead. Try point sampling, and maybe turn on pixel rounding as well.

  • Hey, I tried what you said, and it works! At least it seems to so far. I'll keep testing it to make sure, but it seems fine. The AI is attacking individually with two of the same sprite.

    All I had to do was create a new event: system > for each enemyhitbox (or octorock in your case), and I moved my enemy AI under it as a subevent.

    It looks like you just saved me quite a bit of work! Why didn't someone mention this when I posted for help in my own thread....

    dpyellow you can ignore what I said about multiple sprites.

  • I'll give some feedback since no one has answered, but I'm not experienced enough to solve everything.

    First off, I only see one Octorock. If you want them to behave differently, they need to be a different sprite. I had the same issue with my game. One enemy gets triggered to attack, and they all do it.

    So yeah, you can right click on him and click "clone object type" and get another one easily with animations and everything. You'll need one sprite for each different enemy. Any repeats of Octorock number 1, and they will behave the same.

    Of course, you'll need to work the new sprites into your code so they actually appear when you want them.

    The second thing I want to mention is that those images are way too large. There's a reason why you're using 1200mb of memory with just that small area. 7000px wide images are killer. Maybe go 1000px or 2000px at most, but since this is pixel art, you should be thinking more like 32px or 250px and not having to scale them so much.

    I didn't have time to figure out why things are not shooting, but maybe you accidentally added some trigger or condition that prevents them from doing so. Compare those two capx files and see.

    And like I said, I'm not a major expert, so if someone else can add something, please do.

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DrewMelton

Member since 18 Oct, 2013

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