PixelRebirth's Forum Posts

  • You should probably have a look at the following thread and the examples Rojohound posted there:

    http://www.scirra.com/forum/follow-path-behavior_topic47235.html

  • I'm surprised that Bolosaur said letterbox integer scaling would solve the issue. It definitely doesn't for me. However activating pixel rounding did indeed fix it, but of course that results in jerky movement and scrolling. So it's not a viable solution.

    In any case I would regard this as a glitch, since the spritefont is showing parts of a character it isn't supposed to. Not sure if this can be helped or if it's just the way the spritefont is achieved that naturally results in this unwanted behavior.

    I assume arranging the characters differently in the spritesheet with empty space to the left and right might help. Or I will just have to go back for now to using a regular sprite and some events, which is easy enough. But definitely not as handy.

  • Hi PixelRebirth, can you explain me how you programmed?

    which means "Personaje move = -1, 0, 1, 2 or 3"

    thanks again

    The instance variable "move" defines in which direction the player sprite moves. A value of -1 means that there is no movement. 0 - 3 stand for the four directions you can move in. Multiplied by 90 it gets you a corresponding angle (0*90=0,1*90=90,2*90=180,3*90=270) which you then can use with the "Move at angle" action of the sprite.

  • There are numerous ways to achieve what you're asking for. It's a bit sad that the capx you posted didn't have any events, because it seems like you didn't even try. Always fiddle around, great things will happen. XD

    Here is an example for you:

    https://dl.dropboxusercontent.com/u/2306601/mario3move.capx

    It uses a few instance variables and a global variable to create a grid movement, which once moving will only stop when it's at the position of another level tile.

    Have a look at it, I hope it's helpful.

  • A basic version of such a mechanic could be implemented by simply giving enemies an instance variable that holds a descriptive function name. Like "firebreath" for example.

    Now when the enemy is sucked in and destroyed, a variable of the player sprite is set to "firebreath".

    And finally you have your action/attack event or whatever call a function with the name of that player variable. Which in this case is "firebreath" of course.

    This way you have a nice workflow and can simply create the appropriately named functions and have them do the stuff that needs to be done. :)

  • Yes, unfortunately there are problems with the chrome web store. I have struggled with it myself and also made a thread about it not long ago, which remained without reply.

    The one game I got running properly on the store isn't using fullscreen and I used the version you can download from clay.io through their distribute options, when you upload your game there. So that might be worth a try.

    I am always hoping for some fixes regarding the chrome web store exporter or at least some viable workarounds. <img src="smileys/smiley18.gif" border="0" align="middle">

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  • Here is an example of what I was talking about:

    https://dl.dropboxusercontent.com/u/2306601/pushArray.capx

    I decided to use a 1-dimensional array that basically just contains a long continuous list of your game pieces (or rather values that represent the pieces of course).

    Made a couple of functions to push a new value into the array and then to actually draw the playfield. Hope it gives you an idea.

  • Arrays don't pose any particular problem I can think of when used in multiple layouts. Your game logic would likely work in an event sheet included in all of your level layouts.

    Maybe I'll make a little example later to better illustrate what I'm getting at.

  • When making a grid-based game like this, it's generally not a bad idea to run the game logic using arrays.

    Your game pieces would be represented by different values and you could then just loop through every cell and move the value to the next one until there is an empty(0) cell.

  • While I do think the general idea is kind of cute, I do have concerns with this project.

    Is it going to be anything more than a regular Raspberry Pi in a special case that comes with a pre-installed Firefox OS sd card? I don't see how this qualifies as an actual console to be honest.

    I don't mean to bust balls, but I would have really liked to see a more fleshed out campaign that included a video and better english translation.

  • I have had problems before with my games on the Chrome web store. In particular the game would show up in a small new window instead of properly in a tab of the browser. I ended up getting it to work by using a version downloaded from Clay.io through their "Distribute" options.

    Recently I tried it again with another game directly exported from Construct 2, this time though this was a fullscreen game. And after uploading and installing the app through the webstore it just shows a black tab. If you wait a little the game will appear, but freeze on layout change. I tried again to upload the Clay.io version, but it does behave the same.

    I also uploaded a version with fullscreen off, which then loads but again appears in a new window instead of a browser tab.

    Of course the game works properly on localhost, my own webspace and Clay.io. Sadly not with the Chrome web store.

    I did find some older threads on the forum which talk about similar issues, but it seems this isn't really resolved yet?! Is there something you need to avoid in order for the game to appear properly in the web store or does the C2 exporter need adjustment?

    I'm a bit annoyed by these issues lately, any suggestions welcome :)

    EDIT: Solved in the meantime. See this thread for more information: link

  • Oh, I didn't realize there was a long-standing bug report for this. I guess this means I will +1 the question of eli0s:

    Dear Ashley is there a plan to address this issue and, since it has being around for some time now, is there a workaround to this?

  • Assuming you're talking about exporting with Node-Webkit:

    Construct 2 has just been updated with a bunch of features to move the window position around, so you can realign to the center now I guess :P

    I'm afraid I was actually talking about regular HTML5 website export, the issue has nothing to do with Node-Webkit specifically.

  • If you use the action 'Set canvas size' to change the size of the canvas, the game won't be horizontally centered anymore in the browser window, but aligned to the left instead.

    <img src="https://dl.dropboxusercontent.com/u/2306601/canvaspos.png" border="0" />

    Just find it irritating and I guess it's unintended behavior. If you have fullscreen set to 'Off' in the project properties, you won't notice this in preview by the way. The exported game will always be aligned to the left though.

    With some manipulation of the exported index.html file this can be countered, but I still thought I'd throw it out there.

  • No support of key arrows make your game unplayable for all players without a xbox controller or a qwerty keyboard ... sad.

    Oh darn, that's my bad. Didn't cross my mind. I originally had arrow keys control in there, but changed to WASD for some reason.

    I plan to extend this game a little post-LD, I will be sure to add arrow keys support then. Sorry for now. <img src="smileys/smiley18.gif" border="0" align="middle" />