mudmask's Recent Forum Activity

  • Heh, I also wanted to do a puppy love clone at some point.

    I tried it and the links don´t work on iPad. Not sure how you could work around it... unless you have some mistake in your events (I don´t think you have since it works fine on android/PC) you should probably file a bugreport.

    Thanks for checking it out! I was hoping someone would say 'works on my iOS!' 😂 I will definitely file a bug report. If anyone else has any ideas, I'd love to hear from you.

    Thanks everyone!

  • Hello my friends,

    I recently launched a simple game on my own hosted game page, called kitten catcher, which can be accessed here: mountgamer.com/kitten-catcher

    When you get a game over, the game over screen gives you options to share your score to social media and to go back to the home page to play more games. For some reason, I just can't get any of the links to work on my iOS device. I've tried the invisible button trick, the while touching + touch end trick, and nothing seems to be working. I would love for users to be able to play more games, share their score, etc, and I know a lot of folks use their Apple devices.

    Any other work around ideas?

    Thanks guys!

  • A Mike... you have restored my project to it's full 8bit glory! Thank you!!!!

    Are you using the draw-self mode? That might explain the issue. If you'd like you can send the simple example file to me and I'll see if I can figure anything out while Edgar is busy.

    > Sorry to double post - here is a blank project with just those particular spriter objects dropped in, using the default retro settings and the pixel perfect checkbox checked., just to make sure it wasn't me or my ported project. Maybe it's a problem with the C3 runtime nearest neighbor? Some parts of my sheet aren't even rotated or scaled or anything, and it looks like (in my opinion as a graphic designer) it's trying to resize to like 99% or something.

    >

    >

  • I am actually, I hadn't thought that would be the culprit! I'll try it and take a look.

    Are you using the draw-self mode? That might explain the issue. If you'd like you can send the simple example file to me and I'll see if I can figure anything out while Edgar is busy.

    > Sorry to double post - here is a blank project with just those particular spriter objects dropped in, using the default retro settings and the pixel perfect checkbox checked., just to make sure it wasn't me or my ported project. Maybe it's a problem with the C3 runtime nearest neighbor? Some parts of my sheet aren't even rotated or scaled or anything, and it looks like (in my opinion as a graphic designer) it's trying to resize to like 99% or something.

    >

    >

  • Sorry everyone, I'm tied up preparing for a Spriter 2 update announcement, but I'll get back to any outstanding construct issues as soon as that's done.

    If anyone is curious, btw, and hasn't seen our latest posts on social media:

    > We're wrapping up the framework that will not only allow for powerful expansions to the core version of Spriter 2, but over the coming weeks, we'll be showing off some gifs for a future add-on to Spriter 2 also made possible by these investments.

    Subscribe to Construct videos now

    That looks awesome! Hey I also appreciate the prompt reply and the update. Looking forward to feedback on the matter - if anyone else has any insight please feel free to weigh in!

  • Sorry to double post - here is a blank project with just those particular spriter objects dropped in, using the default retro settings and the pixel perfect checkbox checked., just to make sure it wasn't me or my ported project. Maybe it's a problem with the C3 runtime nearest neighbor? Some parts of my sheet aren't even rotated or scaled or anything, and it looks like (in my opinion as a graphic designer) it's trying to resize to like 99% or something.

  • Hey lucid and everyone - man, Spriter is really so cool and I've enjoyed using it for a long time now. I've been working my way back into game design this year and trying to jump back into a project I had to put on hold a few years ago. The project worked pretty well in C2, and I transitioned a lot of my major sprites to Spriter with some great results. I spent some time today prepping and getting everything ready to port over to Construct 3, and ran into a few issues when I realized that the problem was the runtime! So I got rid of some deprecated objects and turned on the C3 runtime. I'm getting some pretty weird results. Hoping someone can help me out!

    The main issue is that for whatever reason, certain parts of my animations are rendering with some weird anti-aliasing/blurring. I'm not sure if there's a sampling setting that I'm missing or what. I'll post some side by side comparisons for C2 and C3.

    (C2 on the left, C3 on the right).

    What's weird is that, in certain layouts, everything looks totally normal! See below -

    Here's a boss battle from later on in the game that was pretty epic thanks to Spriter (seriously, it's so rad - even without the final graphics) and for some reason in C3 even though the character renders correctly in this particular room, the boss is completely garbled.

    I would appreciate any help I can get... I want to finish this bad boy, but I don't know if I can until I figure out what all is going on here. Thanks!

  • Does this work with construct 3?

    I haven't had any problems running it on construct 3 - it doesn't use any third party plugins or anything.

  • Hello mudmask

    Great game!

    How did you made that crawling enemy in your game?

    booleans! but yeah I made my invisible container for my character go to a smaller size if crawling was activated from the crouching position, set a boolean (or probably a variable) and had a whole new set of controls for that mode.

    this is pretty old... still working on finishing this project but painfully slow.

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  • Working on a vertical platformer with drag and jump style game play! Actually uses the platform behavior as opposed to the physics behavior.

  • Ive never used platform but had a quick look at its expressions and

    dx and dy in the first example = exactly what would be x and y movement vectors

    And (sqrt(Self.dx^2+Self.dy^2)) = exactly what would be player speed

    So you can just substitute them over. i.e on collision with ball then player x vector = player speed * cos angle ball to player etc

    I just gotta say, this worked really well. I'm doing sort of a drag and aim style of game play, but as it's for a vertical platformer, I was trying to see if there was a simple implementation using vectors and the platform behavior. works great so far!

  • Cool throw stacking mechanic mudmask ! I wish I could continue my bomberman prototype.

    thanks man!

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mudmask

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