eleanorjmorel's Forum Posts

  • recconect everyone to thge same room, first to recconnect is host

  • how much video memory do all of those ultra HD images take ?

  • you can set fullscreen mode to none and then change the canvas size to whatever you want to fit your preference

  • on touch start create a sprite and store the touchid inside of the sprite'S variables

    Tom

    Font > Spritefont

    Graphic > User interfaces

    Graphic > Isometric

    for now but probably more of the graphics options. It's basically source files

  • basically, you control your character with variables instead of directly changing it's X and Y with events

    and then use the variable with the formula i gave you to set the character's X and Y

    eleanorjmorel which graphics category specifically?

    it'S basically a PSD file but for a pixel art program

    I think yes you can. Click on the asset you want to apply discount. And then on the left side there is a field "Put on Sale". There you can choose how much discount and time range for the discount. Hope this helps.

    it says i have to wait 7 days

  • oops maybe?

    can we do like launch discounts to discount a new asset for the first week it is released ?

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  • This template lets you support any aspect ratio on any device, mobile or PC, and have clean pixel perfect graphics for your game !

    construct.net/en/game-assets/game-templates/pixel-perfect-resolution-554

    here's a demo construct.net/en/free-online-games/pixel-perfect-resolution-24403/play

    Subscribe to Construct videos now

    Pixel rounding is off, fullscreen mode can be set to off or letterbox integer scale

    (off is better because letterbox integer scale makes the screen flash when resizing, but you need a fullscreen mode to put games on the arcade or publish on mobile)

    Avoid these !!!

    but still have smooth subpixel movements !! not locked to the pixel grid!

  • that'S so sick good job

    graphics

    can you add .pyxel files for pyxel edit source files

  • Nah.

    IT lets you ensure your physics object correctly fits your levels no matter what state the animation is in.

    it prevents a lot of bugs and fiddling with the animations for edge cases like one frame being 1 pixel too low pushing your character up. especially in larger projects. like, what if you'Re standing on a ledge and for a frame your collision is 1 less pixel wide and it just throws you down the ledge lmao

    it lets you reuse code for a lot of things since they'Re all based on the same physics objects

    collisions don'T need to be "character perfect" like give your players some leeway, let them put their head or body inside walls a little bit before you get a collision, what if your collision has weird diagonals for the arms when you'Re jumping and it just clips into a ledge you'Re trying to get to and your character ends up missing a jump for it (coming from below) or starts flying ( clipping from above)

    they do this in a lot of games like in "for Honor", characters are cylinders so they behave the same way no matter what their models are. In unity most games use pill collisions to let you walk up stairs instead of hart colliding with them and then IK the feel of the character. It'S a really common game development thing

    If you fired a bullet at a sprite that isn't a square but has a random square shaped collider the bullet would not collide with the correct collision point on the sprite

    Thats perfectly fine, it makes the player feel awesome that they evaded that shot. Then what you can do is make the player'S shots be way bigger so they'Re more likely to hit so the player feels like they'Re super accurate and talented at your game. That'S also a classic tactic a lot of games use

    If you look at celeste playthrough, a lot of players touch spikes without getting harmed!! IT'S a little gamedev secret !!!