Pixel Shade's Recent Forum Activity

  • Games similar to Child of Light and Rayman Legends are definitely possible, those games rely heavily on artwork, you just need to be a bit smart about it. In terms of graphical fidelity I'm doing a game with similar results. You have to rely on third party applications and plugins to get up to the same level, but you will get there eventually.

    I use Construct 2 with spriter as animation tool and magicam for camera panning and transitions, then I use HTML5-effects such as basicBlur, somebody's effects "flag" and "skend" for foliage (together with built in sine-values for angle and size of the objects). I think the performance of Construct2 is great. You won't get to same performance levels as ubi-art but to be perfectly honest ubi-art is not really a 2D engine. It uses a lot of 3D technology which makes the game even more optimized.

    If you target PC and consoles you have a lot of headroom. if you target mobile you need to be smart about layers and overdraws (you can have a lot of layers, but try to keep overdraws to a minimum) download rayman jungle run and you will probably get what I mean with a lot of parallax-layers, but never at the same screen, and hardly ever overdrawing.

    I'm making this game, perhaps it is a good example that will showcase what you can do with construct.

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  • Ashley I recieved an e-mail from Publisher & Developer relation manager Christopher Heck, on my question about web-framework he answered

    "An HTML5 framework is not available for Switch."

    Should we try to do a petition for web-framework support? we could make an awesome trailer with some of the most ambitious construct2 games showing Nintendo what they are missing out on.

    I know that Construct is kind of marketed towards beginners, but heck, I think it is the absolute best 2D-engine out there, my own game is actually starting to look pretty damn good. And I would never be able to do something like this if it wasn't for construct. (if anyone is interested, have a look at http://pixelshade.se)

    I have adapted performance level to suit the Shield TV in 1080p60fps and Shield Tablet in 720p60fps (to simulate Nintendo Switch performance)

  • So I have been working on an open world 2D adventure for a while now... I admit, it's a bit too ambitious, but I will go to gamescom this year looking for investment and publishing deal in order to pursue the project on full time together with my friends Gustav and Mikael. Have a look! and tell me what you think. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    http://pixelshade.se

  • Hi everyone. I am currently using the old spriter plugin and would love to upgrade it to the new plugin version with "performance mode". I haven't done too many characters yet and I could easily delete the old ones and replace them. However, I have a big issue, the main character. A lot of logic has been implemented involving his movement pattern in connection with animation-triggers. is it possible to update the previous scml-object of my main character to the new scml in performance mode? if so, what would be the best way to do this?

    All help is greatly appreciated.

  • Hi Everyone,

    After working with Construct 2 for a while I can gladly say that I am very comfortable with the engine. I have one problem though which I can't find a solution for. I am making a 2D platformer and would like to rotate the player object in the same angle as the ground. Unfortunately not the same angle as the ground object, rather the same angle as the colliding vector of the object's collision map.

    Is this even possible? I currently use:

    */ "playerOne" is the graphics object pinned to the "playerCollision", ground is the ground-object with the collision vector map. */
    
    ground > On Collision with playerCollision = Set groundSurfaceAngle to ground.angle
    System > Every Tick && playerCollision > Platform is on floor = playerOne rotate 1.5 degrees towards groundSurfaceAngle
    Else = playerOne > Rotate 3 degrees toward 0
    [/code:2g89utzk]
    
     This solution will make playerOne object rotate towards the angle of the ground object, but not the angle of the collision vector. Any ideas?
  • It's basically an up-spec Android tablet with physical gamepads.

    ARM-based Tegra SOC, think NVIDIA Shield.

    It's a custom tegra chip. We can only hope that it is of Pascal architecture developed in 14nm. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> Dev kit's were rumored to have an Tegra X processor (probably as a placeholder and the same SoC that is in the Shield TV). Which would be perfect for Construct! I am making a pretty heavy Construct game with tons of 2D objects, about 13 parallax layers and a lot of shaders. It's running at 60fps in 1080p on Tegra X1:

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  • Hi Everyone,

    I have been using Construct 2 for quite a while now, but there is one thing that is really bothering me. Everytime I save the project to a new folder, or if I restore i.e a backup file, the default setting for "Parallax in Editor" will always be set to "No" on all layouts. I really prefer to have this option set to "Yes" as you can visualize the layout better. I am using about 15 layers in my game and a lot of layouts. It is such a unecessary waste of time to restore the veiw for each individual layer in every layout of the project.

    Is there a way to force "Parallax in Editor" to "yes"? If not, would it be possible to implement it in the future?

  • Thank you so much R0J0hound for the input, and calebbennetts for the wonderful example you made. I haven't looked into it quite closley yet. But from what I can gather the method still result in collision bugs at certain angles where the player object can walk through a solid collission, The method unfortunately also adds a separate layer of 2D objects that impact rendering performance (not by much, but can still be crucial on scenarios with many layers and many overlapping objects. Which is of course, very typical of the game that I am creating)

  • Since the latest updates I'm having no trouble at all. Just like TheRealDannyyy says, even if the front-end get a bit sluggish it stabilizes itself after a couple of seconds. I never experience any freezes anymore. I have tried this on four devices. Perhaps it's time to close this thread and see it as a solved issue?

    Thank you for the support Ashley, great work!

  • You wouldn't draw the collisions, you would piece them together using different the different collisions.

    Tile with left slope here, right slope there etc.

    You could also assign the tiles at runtime.

    This is a work around that is as close as possible to what you are asking.

    Anyway you are asking for an in editor feature where the in editor features of C2 are pretty much locked.

    Better luck with C3.

    Yeah I understand what you mean, but it doesn't seem as I would gain any efficiency by using tilemaps instead of dummy objects. The feature request however does not necessarily have to be developed for C2. It would make more sense to include something like that in C3, And I would buy C3 without hesitation on the day of its release.

    Ashley, would a feature like this (or similar) be feasible for C2/C3?

  • Pretty neat idea but i think you can do someting very similar already.

    * Remove collisions on all objects.

    * Create 2 dummy objects one red for solid and 1 yellow for jump through, The dummy objects could be 5x5 px or whatever.

    * Create 1 new layer on top. Place and stretch those red and yellow dummy objects where you want them.

    * On start of Layout. Hide the dummy Layer.

    Not as neat, but it could work.

    That is actually what I am doing with the black boxes. (as well as yellow "jump through"-boxes, although they are not currently shown on the screenshot)... The whole idea is to remove the use of "dummy objects". Because it is an inflexible solution that requires a lot of time testing the collision positioning in order to rule out collission bugs from overlapping and pixel/subpixel gaps between the dummy objects. This solution would result in a gap- & overlapping-free situation with less calculations and less draw-calls. (even though a collision layer is invisible the objects will still be rendered, but with zero opacity)

    You can do that with tilemaps.

    I unfortunately cannot see the benefits of using tilemaps when you are striving for a flexible high resolution art-style. Still, from what I know, you can only assign collisions vectors on each individual tile, but not the layout as a whole.

  • Hi everyone!

    Construct is a great engine, no doubt about it. However, after I have been working with it for quite a while I have noticed that collision can be quite tedious in games embracing art styles similar to ubi-art games. I am currently working on a project like this. And even though Construct 2 is not as flexible in the creation of collision as Ubiart engine (https://youtu.be/XoLpPw864eA?t=143) I can actually convey a similar graphical feeling by adding, rotating, mirroring, resizing and overlapping a lot of 2D objects. However, these 2D-objects are only a graphical representation of the world and the built in "object vector maps" does not suffice for a bug-free experience. The issue I am having is that the location of the graphics is not always coherent where you want the collision to be positioned, resulting in a lot of bugs arising from collision overlapping, gaps etc. In order to get rid of this I have made dummy-"collission"-objects on a separate collision layer. then I can stretch rotate and position these to my specific needs, the backside is that I have invisible objects that still require to be drawn and it requires a lot of bug testing for collission overlapping and pixel / sub-pixel gaps between the objects. The solution with dummy objects is the one I am going for, but I wished there was a way that required less testing.

    here is an examples of what a level would look like in the game editor (without lighting effects). I chose a pretty basic level to keep things simple, and I have zoomed out to 32% of the original size:

    As we can see there's a ground that is rather flat, there are two slopes on higher grounds , a small cave on the left side

    In order to deal with this I have to assign vector maps to both normal graphical objects (platforms, the slopes etc), as well as the my solid collision dummy objects, represented by black rectangles.

    I know that I am probably creating something that Construct was never intended to do, however, I would love if you could actually draw a vector collision map (with nodes) directly on the layout. Resulting in less collision calculations, fever bugs and less gap and overlapping issues. I made a screenshot in order to represent how I would like it to work. Red colour is the "solid" behaviour and yellow is the "jump through" behavior):

    A dream would be to create the ground with textures in a similar manner as in the ubiart video that I linked to, but I guess that will always just be a fantasy of mine.

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Pixel Shade

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