eleanorjmorel's Recent Forum Activity

    can we do like launch discounts to discount a new asset for the first week it is released ?

  • This template lets you support any aspect ratio on any device, mobile or PC, and have clean pixel perfect graphics for your game !

    construct.net/en/game-assets/game-templates/pixel-perfect-resolution-554

    here's a demo construct.net/en/free-online-games/pixel-perfect-resolution-24403/play

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    Pixel rounding is off, fullscreen mode can be set to off or letterbox integer scale

    (off is better because letterbox integer scale makes the screen flash when resizing, but you need a fullscreen mode to put games on the arcade or publish on mobile)

    Avoid these !!!

    but still have smooth subpixel movements !! not locked to the pixel grid!

  • that'S so sick good job

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    graphics

    can you add .pyxel files for pyxel edit source files

  • Nah.

    IT lets you ensure your physics object correctly fits your levels no matter what state the animation is in.

    it prevents a lot of bugs and fiddling with the animations for edge cases like one frame being 1 pixel too low pushing your character up. especially in larger projects. like, what if you'Re standing on a ledge and for a frame your collision is 1 less pixel wide and it just throws you down the ledge lmao

    it lets you reuse code for a lot of things since they'Re all based on the same physics objects

    collisions don'T need to be "character perfect" like give your players some leeway, let them put their head or body inside walls a little bit before you get a collision, what if your collision has weird diagonals for the arms when you'Re jumping and it just clips into a ledge you'Re trying to get to and your character ends up missing a jump for it (coming from below) or starts flying ( clipping from above)

    they do this in a lot of games like in "for Honor", characters are cylinders so they behave the same way no matter what their models are. In unity most games use pill collisions to let you walk up stairs instead of hart colliding with them and then IK the feel of the character. It'S a really common game development thing

    If you fired a bullet at a sprite that isn't a square but has a random square shaped collider the bullet would not collide with the correct collision point on the sprite

    Thats perfectly fine, it makes the player feel awesome that they evaded that shot. Then what you can do is make the player'S shots be way bigger so they'Re more likely to hit so the player feels like they'Re super accurate and talented at your game. That'S also a classic tactic a lot of games use

    If you look at celeste playthrough, a lot of players touch spikes without getting harmed!! IT'S a little gamedev secret !!!

  • Incorrect how ?

  • Hey a good trick and best practice is to use a different sprite object for controlling your collision and movement (usually a simple rectangle that never changes), and pinning your visual representation of the character to it

    also make sure that when you get a sprite commission to ask for the character to always be centered, so you don'T need to edit image points or things like that when you import files

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  • that's really cool thank you !

  • I'm not sure how to do that, can u tell me :/ eleanorjmorel

    streamable.com/r8gau6

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eleanorjmorel

Member since 7 May, 2020

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