abho's Recent Forum Activity

  • "Also, seems like you don't understand the difference between Scale Inner and Scale Outer modes."

    yeah that was a mistake I meant to say that it showed parts of the layout that I didn't want it to.

    "Or do you want to distort your entire game to fit into any monitor or window resolution? "

    yes, but valid concern... hmm

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  • Yeah, i'm asking how to distort it. Four pixels of stretching would be barely noticable I think so i'm fine with trying it

  • I have an 8x8 tileset that I want to fit perfectly on the screen. This won't happen with my 428x240 viewport. I can stretch it out to 432x248, but then black bars appear at the sides of the screen during fullscreen.

    I can't use scale inner, since that cuts off bits of the sides.

    Same for scale outer, which cuts off the top and bottom.

    Letterbox scale and letterbox integer scale result in black bars.

    I can make it 432x240 instead, which still has black bars, though they're barely visible (still annoys me and I don't want mouse input to go off screen for a reason).

    Is there a way to just stretch the display to account for these black bars?

    (my game is low quality pixel rounded)

  • I originally used low fullscreen quality and pixel rounding, but this didn't do the trick for me, since I still wanted smooth elements in the game.

    imgur.com/3RVJu5O

    Here you can see that the pixellate effect (on the red scarf) isn't consistent with the game window.

    I know of the Platforminfo plugin that can give me the size of the game window, but I can't come up with a formula to feed to the pixellate effect parameter.

    Tagged:

  • It's very inconvenient that I can't put tilemaps, sprites, and 9patches in the same families. Perhaps is there a way to do so that i'm not seeing?

    And if there isn't, what's the next best alternative? I really don't want my code to be filled with three different conditions all testing the same thing for three different families - there must be a way to reference multiple object type instances with one condition

  • I think I didn't describe it right. I don't want the gate to launch the box out. The gate is basically a moving platform. Imagine it's going upwards, and there's a box on top of it.

    How can I check which direction the box is able to go in?

  • this still isn't good enough because like I said, I need the gate to be able to push the box upwards or to the side if nothing is blocking it from doing so.

  • media.giphy.com/media/kymmiBQXrHKDJWi3fL/giphy.gif

    As you see in the link above, the gate just passes through the box, which has the platformer and solid behavior.

    This is the code for how the gate works. It uses a timer and lerp to move from one point to another. I attempted the same using moveto behavior, but it was just too buggy.

    One option could be to detect if there's a box nearby the gate, and stop if so. However, this won't work for me. The gate should also be able to push a box upwards, and stop only when it hits the ceiling and can't move anymore.

    Is there a better way to create this collision case?

  • You can try making your own platform movement with events as a learning project. However the Platform behavior's main movement logic is over 1000 lines of some of the toughest JavaScript code I've written in my career.

    Oh wow :O

    maybe another time. I wouldn't know where to begin, and I have no idea how to script collisions

  • alright, i'll stick to the behavior then.

  • I want to give my character some advanced movement, so for this I want to scrap the use of the Platformer behavior and remake it myself through events. Where can I find info on how the behavior actually works so I can have a go at this? I'm inexperienced with the math behind platformer physics and collisions, and my game also has moving platforms and walls, so I need something solid to go off of.

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abho's avatar

abho

Member since 21 Jul, 2017

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