corlenbelspar's Forum Posts

  • I know this is probably a matter of preference, so I was wondering what logic I can use to determine what I would want to set my minimum framerate to in my game. Also I would like to hear your opinions for what you used and the thinking you used to reach this decision.

  • Yeah I do my stages with multiple tilemaps to define scrolling regions, and I have like 30 320x240 screens worth of them, and I can animate them all at once and it doesn't seem to even effect the FPS. I still make it only animate the current one you're standing on though, just to lighten CPU load a little.

    The reason it needs multiple replace expressions is because there are instances where you'll have like x7, ,7, ,7" due to how the tilemaps are stored as JSON strings, and if you just make it change 7, that's going to also change 17, 27, etc.

  • Probably not, but doesn't "set tile range" only turn all the tiles in a square into the same tile? This changes all the instances of a specific tile on an entire tilemap into a new one.

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  • Nevermind, I thought pulling the tilemap as a JSON string would give me the same output as if I had the file download as a JSON, but apparently both are way different, so I basically had to rebuild the JSON string the tilemap gave me, by putting this:

    "{""c2tilemap"":true,""width"":" & TilemapsGround.Width / 16 & ",""height"":" & TilemapsGround.Height / 16 & ",""data"":" & replace(replace(replace(replace(tokenat(TilemapsGround.AsJSON, tokencount(TilemapsGround.AsJSON, ":") - 1, ":"), "x" & Function.Param(1) & ",", "x" & Function.Param(2) & ","), "," & Function.Param(1) & ",", "," & Function.Param(2) & ","), "x" & Function.Param(1) & """", "x" & Function.Param(2) & """"), "," & Function.Param(1) & """", "," & Function.Param(2) & """")

    This is WAAAY faster than having your game for loop through every single tile, so I suggest anyone reading this uses this approach.

  • I'm trying to load the tilemap as a JSON string into a variable through something like

    replace(TilemapsGround.AsJSON, "x6,", "x7,")

    to do tile animations without needing to do a CPU-intensive 400x for loop to do tile animations with a tilemap. The problem is, after I load the tilemap as a JSON string into a variable, it will not accept the variable as a JSON string when I tell the tilemap to load from a JSON string. Am I doing something wrong?

    EDIT: Screenshot of what I'm doing. Testvari was to test if the tilemap JSON string is changed, which it doesn't, so Testvari keeps adding 1 forever.

    https://drive.google.com/file/d/0Bz86oQ ... sp=sharing

  • Problem Description

    NW.js plugin keeps crashing any game I try to run in debugger mode with it.

    Attach a Capx

    https://drive.google.com/file/d/0Bz86oQ8I9hPONGhMdjFuX29ORms/view?usp=sharing

    Description of Capx

    This demonstrates that the NW.js plugin crashes your game when you try to use debugger.

    Steps to Reproduce Bug

    • Put the NW.js plugin in a project.
    • Run debugger.

    Observed Result

    Debugger preview crashes.

    Expected Result

    The debug preview to not crash.

    Affected Browsers

    • NW.js

    Operating System and Service Pack

    Windows 10 Home

    Construct 2 Version ID

    Release 231, 64-bit

  • Yeah I know from reading that I need a resource editor. Just my first game in C2 is being built for NWJS so I wasn't sure what the icons did. Thanks.

  • I've been wondering for a good while now what the files like "icon-114.png" actually do. I noticed they don't actually do anything to change the icon of NWJS when you export. As far as I can tell they just sit around and look pretty.

  • Wait I'm supposed to apply it to the tilemap? I was under the impression the objects that use it to move need to have it. I guess I didn't look at your example closely enough.

  • All I get is this error when I try to pathfind between two sprite coordinates:

    https://drive.google.com/file/d/0Bz86oQ ... sp=sharing

  • Gigatron made this webgl effect that lets you change the color to NES/GB palettes. With a little bit of editing you can make it have whatever colors you want.

  • Problem Description

    Tilemap displays incorrectly when not in 100% zoom mode.

    Attach a Capx

    https://drive.google.com/file/d/0Bz86oQ ... sp=sharing

    EDIT: I put it in a ZIP file so Google Drive doesn't try to just display its contents by default.

    Description of Capx

    A blank Capx except for a tilemap that should be displaying incorrectly as soon as it loads.

    Steps to Reproduce Bug

    • Make a tilemap object.
    • Change the editor zoom.

    Observed Result

    It displays incorrectly, such as showing the top row of pixels from the tiles directly below each tile.

    Expected Result

    It should only be showing the tiles and not additional graphics.

    Affected Browsers

    • Construct 2 itself.

    Operating System and Service Pack

    Windows 10 Home

    Construct 2 Version ID

    230, 64-bit

  • I found it only happens for me if the EXE closes while a song is playing.

  • I'll try the shader editor you mentioned. BTW thanks for making the original effect so I was able to edit it into this. It's not necessary for my game, but will help the art style immensely.

  • I just wanted to be able to see it in C2's editor because in the later levels of my game I plan to use ink effects and non-NES colors in image files so it looks really off when the NES filter effect tries to compensate. I figured it would have a "The Color out of Space" effect where they had to film the movie in black and white, and make the color itself pink because the color was supposed to not be in the color spectrum as we know it, since you never really see NES-style games doing color blending effects. I wanted to be able to quickly see how the ink effects are impacted by the filter so I can do it much quicker.