Ruskul's Recent Forum Activity

  • Good to hear, glhf on the project

  • Hey Ashley,

    I was curious if this would be possible:

    Include one more setting in the tilemap to allow a sprite block larger than the tilemaps grid (this could be user defined) Essentially the tile map would then grab whatever tile it needed plus an additional however many pixels of overlap. Or rather than automatically doing it it could be manually set do draw larger sprites than fit in the grid. The overlap would rid seams and allow pixel rounding off, linear sampling, and arbitrary rotation/scaling.

    All that is need is to be able to draw a sprite that is larger than the grid using user defined parameters. Currently I have a project demonstrating this using events to replace each tile in a tile map with a similar sprite. The problem is with this method is you end up with a tilemap that has to be replaced by a bazillion individual sprites all needing names and events to cause them to replace the tilemap.... this gets messy quick!

    I was looking at the code for the tilemap and thought I would ask before I got to invested in it.

  • Kyatric - To clarify. I have seen level editors (even followed a tutorial on making one with indielib and C++) that apply sprites in similar fashion to how, photshop applies a paintbrush texture. Thus, this is why I called it level painting. You select a sprite, set the desired spacing, rotation setting, whether the object should be rotated to correspond to the direction of the brush stroke, etc. It's much the same as a tile editor except that it doesn't follow a grid. Ultimately, using the an absolute spacing setting and rotation only on 90 degrees one can turn this "painter" editor into a normal tile map if one desired. Does this make sense?

    Arima - Did you end up making your own level editor? I have heard of doing this ( Konjak said he made a custom editor in his blog) and was curious how involved it is. I have been hesitant thus so far because I don't know JS. I have worked with c++,C#,VB but I am trying to stay focused on spending my time in "useful" things. As it is I am prone to distraction and learning a new language wouldn't speed up the development time which has already been lengthy)

    All and all, I might try taking the tile map plugin and"fixing" it to my needs... but I was really hoping to avoid that. On an entirely separate note.... If I were to replace a tile map with a bunch of sprites (I would do this via events at start up)... would that be less efficient than the tile map is?

  • on a side note.... only use dt if you have your physics set to frame-rate independent mode (also found in the global settings of a physics object)

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  • Are you using physics behavior?

    1st off, you need to create a family (you can call it physics objects or whatever). Add any objects that will be affected by gravity. Add physics behavior to the family and set it up for however you want the defaults to be. In my projects I have a group that is called initialization I have it at the top of my event list and at the end of the group I have a turn group off action. Everything in this group will run only once and then never again unless reactivated. In this I select a physics object and set the global physics setting gravity to 0.

    Then, somewhere in your event list you need an action that applies the force of gravity to your objects at whatever angle you need gravity to be at that moment. It looks like this:

    every tick -> family.physicsObjects apply force (objects mass * desired speed*dt) at angle (This would be the angle of gravity (down is 90)).

    This is the way I do it and it works nicely.

  • you need to use scroll

    1 way would be to set an object that will be your cameras center point and use system.scroll to object. Then set that camera object wherever you need the camera to move.

    another way would simply be to scroll to position x,y and specify the point you want the camera to move to

  • you can always rotate the layout 90 degrees as an option

  • Hey all,

    Does anyone know of a way to paint levels (non tile based level editors for non retro graphics). Think of games like braid and aquaria where you select an object and click and drag to produce a series of objects in the line you drag your mouse. Maybe I just don't understand construct but I find actually designing levels to be a bit cumbersome. Using tile maps is all well and good if you plan to stick to the rigid requirements for displaying them right.

    I would be happy for a tile map that could display properly with arbitrary scales and rotations... as it is, it can't. I have invested alot of work in my game using contruct 2 (after porting from xna / C#) and i feel in order to get what I want I may have to switch to unity. it also seems that SCIRRA has no plans for improving the tile map.

    Don't get me wrong, contruct2 is a great tool with great support... But unless somebody knows some hack arounds that won't take hours of tedium I may have to switch...

    Any input?

  • Hey everyone,

    So it goes like this: I create a physics object that the player controls via force and torque. I have another physics object (we will call it 2). I create a revolute joint on 2 connecting it to 1. As I roll object 1 around, object 2 progressively becomes more misaligned to where it was originally jointed. In the end 2 is hanging off in space some distance from object 1 not even close to where I attached it. Any ideas whats going on?

    Thanks

  • I think that there are some aspects to the copy/paste/move that didn't seem to work as expected until you realize there is a difference in clicking an event vs clicking an entire box... I do agree that sometimes It doesn't seem to work as smoothly as it could.

    I really like the idea of a line based event editor that is similar to simply writing code. Once you understand the event system and all the commands it is much simpler to just bang em out via type than the messy box dialogue system.

  • It turns out that you can only get the window resolution and not the device resolution. If I use crop mode and then ask for the window size I can do some math to figure out the amount to scale the layout.

    I wish there were an integer scale mode that supported a cropping out to fill the space.

  • Layout scale adjusts the scale of a layout. Indeed I would use this to control the zoom but before I can zoom I need to know how much. For that I need the resolution of the display....

    For example. Lets say I have a game with 100x100. On a 200x200 device I would set the layout scale to 2. on a 300x300 device I would set the scale to 2... crop would fill out the edges... Basically I would scale by whole numbers but I need to know the display resolution to do this.

    May question is - how do I find the resolution of the device?

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Ruskul

Member since 23 Nov, 2013

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