Bootfit's Recent Forum Activity

  • The second event:

    System > create object “BackgroundTile”...

    is create object by name.

    Plus removing the “” doesn’t make any difference.

  • The second event:

    System > create object “BackgroundTile”...

    is create object by name.

  • If you want something like that, you will need a global variable to store the name of tileBG in Layout 1

    var randomTile(String)

    On Start Layout:

    Set randomtile to choose("Colour06","Colour07","Colour08","Colour09","Colour10")

    Create object randomTile on layer "COLOUR" at (-100, -100)

    Then you can move to Layout 2 and create the randomTile only

    Thanks for this - but when I do this:

    It doesn't display any colours.

    Am I doing something wrong?

  • In Event Sheet 1 on start of layout I choose a random tiled background (Colour06 ... Colour10) and display that in Layout 1. Then on Layout 2 I want whichever tiled background was chosen in Layout 1 to be used.

    So how do I pass through to Layout 2 the randomly selected tiled background from Layout 1?

  • On start of layout I select one of five tiled backgrounds colours to display:

    System > On start of layout > System > Create object choose("Colour06","Colour07","Colour08","Colour09","Colour10") on layer "COLOUR" at (-100, -100)

    How would I then take whichever one was chosen into the next layout?

    Thanks all :)

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  • You can use System > Create Object(by Name)

    Then put in Object Name: choose("Obj01","Obj02,"Obj03")

    Thats great - thanks.

    One issue thats arose from this is that I now have to duplicate every event of Object01 every time t appears in the event sheet. Eg:

    Object01 > X=300 > Object01 > Destroy

    now becomes

    Object01 > X=300 > Object01 > Destroy

    Object02 > X=300 > Object02 > Destroy

    Object03 > X=300 > Object03 > Destroy

    Object04 > X=300 > Object04 > Destroy

    Is there away to group all these separate Objects together under one label? Is this where Families comes into play?

  • Hello folks - I'm looking at using SpriteFonts for the first time. Can anyone suggest some SpriteFonts resources to download different fonts? The SpriteFont supplied in Construct is a bit clunky.

    Thanks all. :)

  • I have an event sheet that creates a sprite:

    System > Every SecondsPerObject seconds > System > Create object ObjectBox01 on layer "OBJECTS" at (280,75)

    But what would I write if I wanted to choose from a random selection of sprites? eg ObjectBox01, ObjectBox02, ObjectBox03

    Thanks all.

  • Smashing thanks.

    There's so many sub-events with each behaviour that I didn't know Plaform is Jumping, Platform is Falling are even things. I suppose you don't know they're there until you need to use them.

  • I have a really basic sprite (called Player) that has 4 frames of animation and sits on a FloorLayer with solid behaviour enabled.

    Frames 0 and 1 are the basic legs up/down running states. Frame 2 is the jump state and frame 3 is the downwards state (the state between jumping and falling back down to start running again in frames 1 & 2).

    I currently have the following:

    Mouse > On any click > Player > Simulate Platform pressing Jump.

    This moves the sprite up in a jump motion. But the sprite continually runs through frames 1 > 3 including the jump & downwards states.

    How do I edit the event sheet to run just frames 0 and 1 for running and frame 2 when in the jump state and frame 3 after the jump state and returning to the FloorLayer?

    Thanks all :)

  • My initial question was more to do with the fact that the bomb is a sprite and has perfect pixels, whereas the boxes are tiled backgrounds and look anti-aliased. Why do sprites look pixel-perfect while tiled backgrounds don't?

    If one displays perfectly then why not the other?

  • I'm using the retro style layout (180 x 320) and I have pixel-perfect sprites and tiled backgrounds.

    If you look at the attached image of a zoomed in portion of the screen, you can see that the bomb (sprite) is pixel perfect but the grey boxes (tiled backgrounds) look like they're anti-aliased. The grey boxes have pixel-rounded corners and a single line of light and dark shading at the top/bottom but they should still look pixel-perfect.

    What settings do I need to apply to make all sprite/tiled-backgrounds etc look crisp? I currently have:

    Thanks all :)

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Bootfit

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