Exanimus Viper's Forum Posts

  • 12 posts
  • Im still have the problem :( Has I said, I already tried all that options you mention, but nothing works. I dont know why hehe

  • THIS WORKS!:

    Yes, that works :) Very thank you

    I did it in a test, and works very good. Now, I will implement to my game and see how it works.

    Thanks again :D

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  • Lets say the game is pixelart sidescroll, and I have 3 objects:

    - player (sprite)

    - camera (16x16 sprite, with "scroll to" behavior)

    - Background (sprite)

    So, every tick I put the "camera.x" on "player.x" (you know, the usual). Until here, all ok.

    The problems come when I move the player:

    When the player is moving and the background not, the sprite of player looks "blurry"; however, when the player is moving and the background too, the background looks blurry and the sprite of player looks fine (the animation of run it can see perfectly fine)

    In fact, even if I dont have a camera, just moving the character looks blurry.

    I tried a lot of stuffs:

    - scaled the native size at x2, x3, ...

    - I turn the decimal places to entire numbers (for example, floor(Self.X))

    - I tried all the sampling types

    - Pixel rounding

    - All the options of Display and Advanced options of the Properties

    - I already checked the sprites, the colisions and the image point en every frame.

    - Internal resolution

    Many things I already tried, and just nothing resolve the problem. Honestly, Im too tired and Im considering to change to Unity.

  • Dont work has I wanted :( But thank you

  • So, on this picture, blue is the player, red/purple are the enemies and yellow is the cross reticle that indicate which enemy is the target.

    I added red and purple to the family "enemies".

    When I press Z key, it picks the nearest object belong to enemies family. However, what I want, is when the V key is pressed, the yellow cross change to the next nearest enemy.

    Once when the last enemy is focused, if V key is pressed again, then come back to the first nearest enemy.

    I think I need to use something related with "uid", to pick and compare every enemy on the screen, but Im not too sure yet.

    I was looking tutorials similar for this, but it seems there isn't one.

  • No, I dont have that option. But finally I could resolve the problem: time ago I was using Construct 3 on Chrome browser, but due now I use another, the way of how is saved the files is diferent.

    So, I install Chrome again, only to use Construct, and now I can save files (.c3p) in the directory I want and I can overwrite same file :D

  • Last year I was using Construct 3 very well, with any problem at the moment when I saved my projects. For example:

    When I saved a new project, I remember I was available to select the directory to save, and it generated a .c3p file. Affter that, whenever I saved it, I just opened in construct 3, then I continued working on the file and finally I just used Ctrl+S, to save in the same file (overwriting). So simple and easy.

    I stop using Construct 3 for some time, but now I come back, when I want to overwrite my file, doesn't allow me; instead of that, it show me this new window called "Save Project" and the only options I have is:

    - Create a new folder

    - Upload to cloud

    - Search a project in the list

    - Name of the file

    - Save

    Nothing else appears.

    And when I save, my original file is not overwritten and only god knows where is the new file is saved.

    Looks like there is an option to download the project (in .c3p), but is not the same has overwrite the new file, specially if I save projects every few minutes.

    Besides, if I created a new project, I cant choose in which directory I want to save. It still showing me that damn windows called "Save Project".

    I dont remember that heppened me before.

    I tried to search in forums and pages where is saved the file, but I just cant find it, and is so frustrating.

    So, Construct 3 changed the way to save files or what is happening?

    Tagged:

  • I cant find the option of "download" construct 3 in Edge explorer; only on Chrome is visible that option.

    Is true? Construct 3 is not supported by Edge anymore?

    On Opera, on Firefox, dont appears the option, just on Chrome.

  • Good day!

    Do you remember the game "Batman" from NES? In that gameplay, when the player move, the camera does not move immediately; instead it appears that there is a delay, but it is not. If fact, looks like there is a range where player can move right/left with out camera move, but if the player cross that limit, then the camera move and follow the player, and stop immediately when the player stop too (or unless the map end, of course).

    I find it something similar on godot tutorials, but on construct 3 no body talk about this o¬o

    Has example, this gif is what I mean:

    s12.gifyu.com/images/Suvzl.gif

    Im not locking smooth/delay camera (so tipic on indie games), becouse that is another thing. Im looking the example of Batman. I see that camera type on Ninja Gaiden too (in that game, I think the range movement is bigger than the Batman game). I cant remember another games right now u-u

  • As a player you want the animation to be instant or it's going to feel slow and weird

    That I decide my self. There will be some cases when I will need it. If you will answer another thing completly diferent I ask, better dont help.

  • Good day everyone.

    I have a question about animation "transitions". For example, on the jump.

    The usual, is to use only one animation or frame for the jump, and one other for the fall has the #2 on the gif example (dont have arms, only head, body and legs).

    However, has can you see on the #1, the "F1", "F2" and "F3"

    ("F" means "Frame"), I use that for do a better transition between the animation "Jump" and the animation "Fall".

    But I already use that condition on the pictures I put, and just dont get it. I cant do that animation transition.

    I put the "animation transition" with no loop, and in the conditions, I put stuffs like "play once", but dont work.

    And that is only for the jump, but what happen if the character is running and needs to change to diferent transition (transition

    animations dont have loop) for the next animation? That animation transition can be very frustrating and for that reason,

    developers dont incluide them on their games?

    That is all for now. I hope you can help me with that. Chau!

    here is the gif example

    media.giphy.com/media/v1.Y2lkPTc5MGI3NjExYmJjMmRhY2YxYzM5NDI0ZDY3NmFhNWYzMDdkMWExNmQ3MDY3NjdjYSZjdD1n/OMrsYHfiixaW0f36Se/giphy.gif

  • When the player is jumping, I put an animation called "Jump_Up", with the event condition "platform is jumping"; then, I put an animation when the player is falling, with the event condition "platform is falling". Until here, all ok.

    But what happens when the character reaches the maximum height and in that exactly point I want to put a diferent frame? I cant find any condition of that : [ Usually, people only use this: Jumping -> Falling But I want to add one frame to: Jumping -> maximum height -> Falling

  • 12 posts