Pigpud's Recent Forum Activity

  • I'm getting this error message when I open the animations editor...

    Error report information

    Type: unhandled rejection

    Reason: Error: Cannot read properties of undefined (reading 'Da') TypeError: Cannot read properties of undefined (reading 'Da') at Tz.b_.Da (https://editor.construct.net/r379/projectResources.js:2258:155) at Q5a.Q2b.Da (https://editor.construct.net/r379/projectResources.js:2123:207) at Q5a.Q2b.Da (https://editor.construct.net/r379/projectResources.js:2128:410) at sy.g.J.fc.UP (https://editor.construct.net/r379/projectResources.js:2118:106) at editor.construct.net/r379/projectResources.js:2114:473 at async window.bpb.ld (https://editor.construct.net/r379/main.js:2984:436)

    Stack: TypeError: Cannot read properties of undefined (reading 'Da') at Tz.b_.Da (https://editor.construct.net/r379/projectResources.js:2258:155) at Q5a.Q2b.Da (https://editor.construct.net/r379/projectResources.js:2123:207) at Q5a.Q2b.Da (https://editor.construct.net/r379/projectResources.js:2128:410) at sy.g.J.fc.UP (https://editor.construct.net/r379/projectResources.js:2118:106) at editor.construct.net/r379/projectResources.js:2114:473 at async window.bpb.ld (https://editor.construct.net/r379/main.js:2984:436)

    Construct version: r379

    URL: editor.construct.net

    Date: Tue Mar 12 2024 14:47:13 GMT-0500 (Central Daylight Time)

    Uptime: 22.4 s

    Platform information

    Product: Construct 3 r379 (stable)

    Browser: Chrome 122.0.6261.112

    Browser engine: Chromium

    Context: browser

    Operating system: Windows 11

    Device type: desktop

    Device pixel ratio: 1.25

    Logical CPU cores: 16

    Approx. device memory: 8 GB

    User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/122.0.0.0 Safari/537.36

    Language setting: en-US

    WebGL information

    Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)

    Numeric version: 2

    Supports NPOT textures: yes

    Supports GPU profiling: no

    Supports highp precision: yes

    Vendor: Google Inc. (AMD)

    Renderer: ANGLE (AMD, AMD Radeon(TM) Graphics (0x00001638) Direct3D11 vs_5_0 ps_5_0, D3D11)

    Major performance caveat: no

    Maximum texture size: 16384

    Point size range: 1 to 1024

    Extensions: EXT_clip_control, EXT_color_buffer_float, EXT_color_buffer_half_float, EXT_conservative_depth, EXT_depth_clamp, EXT_disjoint_timer_query_webgl2, EXT_float_blend, EXT_polygon_offset_clamp, EXT_texture_compression_bptc, EXT_texture_compression_rgtc, EXT_texture_filter_anisotropic, EXT_texture_norm16, KHR_parallel_shader_compile, NV_shader_noperspective_interpolation, OES_draw_buffers_indexed, OES_texture_float_linear, OVR_multiview2, WEBGL_blend_func_extended, WEBGL_clip_cull_distance, WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context, WEBGL_multi_draw, WEBGL_polygon_mode, WEBGL_provoking_vertex

  • Looks great!

  • Hello all,

    I have been developing a 16-bit game in C3 and have been doing all the art in the animations editor since I started development simply because it is such a simple yet powerful drawing tool. It has all the features needed to create any pixel art and I haven't found myself ever artistically limited by it. The only thing I feel that would be very useful to have would be a dithering brush, something like this:

    The image above is from the drawing program Kirta.

    So I am just wondering: will we ever see a dithering brush in the animations editor?

    I am aware that there are plenty of pixel art programs meant for pixel art, and that most people don't use the animations editor for creating art in it, but I am determined to use it for my game.

    I'm not unhappy with the animations editor and by no means am I expecting it to be some full blown program that has tons of features or anything, but having a dithering brush would be a nice feature to have.

  • Did you check the angle of the Tiled backgrounds? that can affect the jump through sometimes.

  • Wow! Did you do all the art?

  • I can't really tell what your issue is. can you post a screenshot of your tilemap?

    Is it about editing the tile map somehow so that the objects in the tile map will only take up one tile?

    It looks to me like you need to draw a tile like this one⬇️

  • Like this?

  • thanks for the quick reply lionz! I'll probably look into more efficient ways to store text in the future, but if this works for now I'll keep using it. I'll also work on minimizing the animation code as well.

  • Hello all, just a quick question:

    (sorry for the terrible title!)

    to explain better, I have an object that tells my sprite font what text to display when a key is pressed whilst overlapping it. The object has an instance variable that is different for each instance of it on the layout.

    Based of the variable in the event sheet i change the text to display.

    The sub-events that check what the variable is and tells what text to set has at least thirty different variations (desk, sign, tree, etc.)

    I'm sure the system I have is quite inefficient, but will it lag the system if i continue to use the instance variable to base the text off of? as far as i can tell it has no effect on the game's performance.

    (Certain areas on the event blocks have been blanked out for privacy :P)

  • Leave a one pixel buffer on each side of the sprite.

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Pigpud's avatar

Pigpud

Member since 29 Mar, 2023

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