brushfe's Forum Posts

  • Ashley If I can ask a clarifying question - how important is popularity is to the feature requests? (You mention it at the end there.)

    As an amateur user, I notice that most of the most popular requests are more advanced features, or for more advanced users. Which makes total sense, since they're using the program a lot more, have more ideas, use git more often, etc.

    Currently, it seems like popularity is a factor in the decision to implement. But it means - for me, maybe other amateur level users - that I don't bother making suggestions anymore, because they seem unlikely to get votes. (Updates to the typewriter text, for example.)

    I agree with the previous commenter that with each reset, an increasingly smaller amount of users are going to repost an increasingly smaller amount of ideas from this year. More casual users are less likely to invest time in reposting. Together this concentrates the votes over time on advanced level ideas. So it'd be helpful to understand how much popularity is a factor - or maybe it's better for me to share ideas on this forum?

  • This design makes it a bit of a hidden feature, and hard-codes an English string which isn't great for non-English users. What about a property to choose the default template name used for new instances? This seems like a good solution as templates are the feature intended to be used for determining initial properties.

    This seems like a great feature for templates regardless and definitely gets my vote!

    But I imagine this isn't the solution for getting blank tilesets from the project bar? Is it possible to make them empty by default?

  • Oh ok, thanks for the tip DiegoM - I haven't adopted the new instance bar yet.

    So to get a blank tileset each time, you'd make a tileset object, put it on an 'object storage layout' with no tiles drawn, then pull that object from the instance bar instead of the project bar?

    (which feels like a lot of unnecesary work if so, compared to just pulling it from the project bar!)

  • As someone who works with tilesets a lot, this would be a godsend.

    I never understood why each new tilesets object copied the first one I designed. I'm making a new tileset object because I want the tiles in the set, not the way I laid them out the first time.

    +100!

  • Ah ok! Thanks! I've been curious about how tilemaps work under the hood. There are some ideas for feature requests I have, like being able to shift the tiles left/right/up/down within the map, but I don't know enough (yet) about how this works to make the request.

    Thank you for the tool above as well!

  • This is a really informative thread! Like WackyToaster, I use a lot of tilemaps to create layered background objects.

    If I can ask a clarifying question based on dop2000's comment and tool — if the layout size is 1000x1000, does this mean that every tilemap object added contains tile data for 1000x1000, even if the object is resized to 50x50?

    Curiousity only — it sounds like it doesn't matter memory-wise even if so!

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    Same thing here, on the page for r124 I think!

  • Could the rain be drawn on its own layer, and layer masking be used to isolate where it's drawn? (indoor/outdoor)

  • That's really impressive! I hope you keep it up!

  • Thank you! I'll try these out! I suppose I could also cheat each sprite by drawing it 1:1 and then setting its width 2x.

    I really appreciate it!

  • (I haven't experimented too much here, sorry if this is an obvious thing!)

    The AGI engine for 1980s Sierra games was at a 2:1 pixel ratio for the art, and 1:1 for the text and UI.

    The benefit I'm keen on is that it allowed for graphics to be drawn at 1:1, and all layouts to be designed at 1:1, and then only scaled the graphics in-game.

    I was wondering if this is possible in Construct? (and if there's a device-flexible way of doing so?)

    Thank you!

  • Mario games handled it by checking the vertical velocity of Mario when hitting the enemy.

    Mario collides with enemy

    Mario y velocity >0

    — kill enemy

    Mario collides with enemy

    Mario y velocity <=0

    — kill Mario

    That's a much better solution! Thanks for sharing that!

  • I think it's easier to determine if the player's position when they collide with the hitbox.

    For example, if their Y coordinate is less than the enemy's top edge, that means they're beside our below it, and should get hit.

    Otherwise, the player is above the enemy, and can stomp on them.

  • Jeepers, this is incredible! Thanks a million for such a detailed and helpful explanation. I hope there's a way for other new learners to find this!

    This has really clarified a lot of questions and I'm super excited to get into it now. Thanks again, truly!

  • I've been out of the loop with 3D, but I'd love to try it out - I just don't know where to start.

    There's some great example projects, but perhaps there's some tutorials or videos I should watch first to get the basics?

    The structure I have in mind is like the old MYST games, but with simple geometry - so a stationary camera with interactive elements and hotspots that let you move around the room.

    Thanks for any newbie guidance!