wonamik's Recent Forum Activity

  • Its solved

  • he also get stuck in the air when hitting a wall walking left, and sometime run up the wall when hitting a wall walking left.

  • Hi guys,

    I am making a platform game where the player is walking automatically but you can switch which way he is walking by key presses.

    Anyway, what I did was using the platform behavior and set the speed to 0, then I created some events that looks like this (see link below).

    And when the player is walking into a wall while walking left he starts to bounce up and down and acting all strange, thats why I added so that he should stop when walking into a wall but it didnt help, any idea what to do?

    http://tommystudier.webs.com/eventsheet.png

    Worth to point out that I have had this problem since starting to make the game thats why I started to remake the eventsheet from scratch but the problem is still there.

    Best Regards Tommy N

  • Great. thank you so much man, god bless!

    It runs smooth now on the desktop without pixel rounding and sampling on linear, and I havent even turned off the collision on all tiles yet

    Really appriciate the help!

    Best Regards Wonamik

  • Drastic performance increase on your capx..

    delete all animations going left (they are the same as going right, just mirrored) and set your sprite to mirrored if facing left..

    (Is 26 frames for walking really necessary?)

    Crop all sprites in the image editor - the origin point will stay where it was..

    The faded trees in the background will look just as good if the sprite size is much smaller and the sprite is scaled, if that's not what you want create a tiledbackground with one tree and stretch it..

    Almost all events on the hero-controlpage are done every tick, by creating subevents with conditions the amount of code Construct2 has to read can be drastically reduced..

    But your biggest problem are your sprites, too big, too many and all have collision activated..

    Although I'm trying to optimize, it takes a lot of time..

    the thing is the game is getting made for the Wii U so I have to make the sprites quite big since the game is going to run at 1080p.

    But if I turn of collision on all of them it should improve it a lot right?

    Thank you for taking the time to help me.

    Also The images look a bit rough around the edges when playing the game, is there anything I can do about that?

    Best Regards Wonamik

  • I'm not sure I understand what you mean by "use sprites as tiles"

    Basically I use sprites as platforms to build the level.

    Also, one last question, is there any way to make the game look better when exporting it, cuz it gets rough around the lines, if you look at the image below you see what I mean: http://tommystudier.webs.com/badlines.PNG

    Thanks to everyone thats been helping me so far!

  • I solved the Window Size problem now, I was an idiot and had accidently changed the Letter Box setting.

  • Try disabling collision for sprites that don't need it (grass sprites?), also try not to have multiple sprites WITH collision enabled overlapping each other.

    So can I use Sprites as tiles as long as i disable collision on them???

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  • About the images, I have optimised some of them but not the hero since that messed up his collision with the ground.

  • I take down the file from the link for now

  • Thank you so much!

  • Here is the capx, thank you so much for trying to help me, I really appreciate it. hope you can find whats wrong now <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    http://tommystudier.webs.com/derp.capx

    Also, IF you can figure out why he is glitching out when walking into a wall from the left it would be nice, but the fps and screen size is whats mose important.

    Thank you very much.

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wonamik

Member since 14 May, 2014

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