part12studios's Forum Posts

  • Hey everyone, so I'm doing something pretty basic. moving a person around a larger lay out than the size of the viewport. How do i center a spawned object on the viewport? the viewport parameter doesn't seem to let me use it

  • holy crap that's it! wow that's nice.. funny i got to test after doing just the horizontal lines so i just put a 1 in the Tile Y spacing and booya! thanks for that!

  • yea i did check the source and those are not packed. they all have the spaces still unfortunately. at least where i click "download" and get "roguelikeindoor_updated.zip" lines lines everywhere! :)

  • yea without any luck i just manually removed the pixel rows.. silly that this has to be done to make it usable but it's done :) just glad i wasn't missing some feature / option in Construct that made this magically go away.

  • OK I re-downloaded and searched for "packed" in my kenny pack from construct and it's not in there. is there another good place to find these? i don't need all of them. i'm really just looking for the rougelike 2d tiles.. indoors outdoors city..

  • ah ok that's cool, i've had this for ages. bought it through construct store. let me see if i can find that other one.

  • If I go with 16x16 I get this problem. yes the grid is tight for the first tile like in this picture. the first row looks great.. amazing.. but then look to the right.. you see the 16,16 becomes an issue because the tiles you can select are now of and thus stamp off.

  • Hi everyone, so overall tilemap stuff is going fine, but the kenny art assets have this annoying clear gap between all the assets. they are 17x17 grids to give this gap between.. but if I use 17x17 in the tile sheet the images don't stay nice and tight in the 16x16 grid.. but if i do things in 17x17 then those gaps between the assets show up. Is there some way to use this tilemap and effectively continue to draw in a nice neat 16x16 grid?

    See how that bed is not in sync.. this gets worse as you move across the layout.

  • Bump. Is this something that is tricky for most other Construct 3 users? I've been afk with Construct 3 forums so with so much new 3D stuff, I can imagine like many others, 3D in Construct opens up a lot of new parameters that are just not easily relatable.

    I still know 2D fine and that's great, but there are some really exciting 3D things going on, but there's not a lot of comprehensive tutorials yet on how to work with the latest 3D camera and features.. new stuff coming faster than youtubers can produce comprehensive videos.

    I look at the demos and while they work and do things, it feels like there's a pretty big leap from knowing Construct 3 in 2D and reading the events these demos include and understand how the developer knew what values do what and how to make them behave in very specific ways.

  • Hi everyone, I've been banging my head against this one for awhile and finally decided to see what i'm doing wrong.

    no matter what i tinker with i seem to always be at a 45 degree angle to the object..

    i have looked at various examples and i can't seem to find it. the frogger example seemed close but because it's strictly oriented as it is, it didn't appear to help me. I imagine it's something simple

    If I wanted to pan left and right around the center object.. how would that be done? this is where I'm trying to go with this.. to be able to shift my perspective keeping the same relative distance / elevation from the player object.. but i'll start with just being able to change the fixed angle and move from there.

    Thanks!

    Caleb

  • bah! yes that was is.. they were both kinda off.. always the last place you look. :)

  • Hi everyone, I've noticed this and fought with it for years and usually it just kinda works itself out but this time i'm really just not sure.. basically what you get is two sprites exactly the same size.. in my cast 16x16 pixels.. yes tiny.. but when i move them around one is actually off by a slight amount.. even if they have the same pixel coordinate one is off of the other. I just don't get why this would happen or how to fix it..

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  • I was thinking when they went to a text field they were converted to string..

    that makes sense, thanks! You're the best! =D

  • Hi everyone, so I'm trying to construct a 8x8 pixel art editor that outputs binary values for the Odyssey 2 1978 console.. I'm learning how to make games on it, but for making sprites the values are primitive.. 8 rows of 8 bit values..

    So I just thought it would be fun to make an editor that basically spit out the binary values next to each of the 8 rows, but so far when I try something like var1&var2&var3.. the value still just shows up as 0 in the text field.. even if the first value is 1.. i was hoping to display them in a single text field just so copy and pasting could be done easily..

    Is there a way to get a text field to display the numbers together like for example. "10110110" each 0 or 1 being dictated by which boxes in the 8x8 sprite grid.

    Weird request I realize, but the basic inquiry though I imagine must be possible. I just don't get why.

    I know i could make a bunch of separate text fields for each individual number and i might just do that for quick / dirty.. but the results surprised me when & didn't merge the values as text not numeric / mathematical values.. but maybe that's the problem.

  • make your life a lot easier for now and lock orientation to one or the other. If that's the problem, just have the game work in just one. Few games really NEED to allow both. Sure its nice, but getting the game finished sooner is nicer.