certifiedbozo's Forum Posts

  • Nevermind, got it all sorted out! I changed the timer behavior to check how much wall clock time has passed instead and its so much more consistent, I do still wonder if this means that the timer behavior has some bugs when set to super fast speeds though, might be worth looking into.

  • After some more testing I think it could just have to do with the speed of the timer, and might even be an engine issue. The slower text (aka the ones with longer timers) are usually more consistent and sometimes with timers that aren't slow if I pause the game via debug mode and advance frame by frame the timer never triggers until I push resume.

    Does the system only check for timers every couple frames maybe? The fastest timer there is is (1 / 30) seconds but that should mean it only finishes every other frame, so why can't the engine pick up on it?

  • How would the timeline work? Can timelines interact with text like that? (i've only ever used them for sprite animations so i have no idea how i'd mkae typewriter with that)

  • I'm currently working on fixing up the dialogue system in my game, as the sounds were not synced up with the rate of the text. I'm using the typewriter text action and also starting a timer that is supposed to be synced with the rate of each character showing.

    I'm using the timer to keep track of where the typewriter is currently at, that way I can play sounds when the text changes. To put pauses in the text I've been putting + signs with a size of 0 using bbcode, so I'm just comparing the PlainText to make sure that sounds don't play when its paused.

    However, the timer behavior seems to be wildly inconsistent. Sometimes it's synced up perfectly, other times it is super delayed or has a big spike, and other times its super fast, and the results change every time I play the project. Is there something I'm missing with the timer behavior? Does it maybe get inconsistent at fast speeds? I'm super lost and I have no idea if its an issue on my part or an engine issue so if someone could help that'd be amazing

  • There are two tilemaps on different layers, sorry i probably should've taken a better picture I took it in a hallway but the bottom tilemap shows below then player and the top shows above

    But yeah if there's no way to z order with tiles either I'll have to find a way to make sprites not taxing or just stick with the flat tilemap, but thanks though!

  • Recently for a game I'm making I finally decided to add some depth to the tilemap, but putting another tilemap with a adjusted y-value and a higher layer, and I think it really adds to it. However, it comes with the problem of z-ordering with sprites. On the bottom it works as you would expect, concealing sprites to give a semi-3d-ish effect, but it also conceals them from the top which looks much worse.

    I was wondering if there was a way to somehow z-order the tiles? I could use sprites over each tile and z-order them that way but I'm assuming checking possibly hundreds of sprites every frame would be pretty taxing on the cpu so if theres a way to do it with the tilemap that'd be great!

    (just to help clarify the bottom tilemap is on the bottom layer, the player sprite on its own layer, and the top tilemap is on the uppermost layer)

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  • Oh that fixed it thank you! I don't remember putting it on a decimal point but I guess maybe it got shifted around during some resizing.

  • You could try disabling WebGPU (or enabling it). If you're on the beta branch it is enabled by default iirc and can lead to some pretty weird graphical bugs. For me random pixels are shiftet up or down, it's really weird.

    I tried that and it still had no effect, jittery pixels are still there

  • oh how much did you enlarge the sprite

    so if you were to have a sprite with dimensions in canvas size - 200*200 - but then enlarge the size by (example) 1200*1200 - the pixels show quite big and blurry

    is this the case for you too?

    its not blurry, the sprite is 300% scale but even lowering it doesn't fix the issue

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  • No removing the padding didn't do anything

  • Yeah the object has a consistent canvas size the entire animation. There os some padding around it though, would removing that help? Let me try that real quick.

  • I haven't seen it on every object but its definitely on several of them

  • Recently some of game's animations have been jittery an the 'thickness' of each pixel seems to randomly change around every frame? I've tried everything I can think of, pixel rounding off/on, letterbox integer scaling, nearest sampling, everything. Changing the objects scale doesn't fix it either, and it is centered on a whole number coordinate. Is it an issue with spritesheets or something? If anyone could help that'd be great!

  • I found the issue, since I already add the previous files from Google Play before they were removed, my phone didn't like updating the app with files from a different source. Simply deleting the old files fixed the problem and I can install the new migrated versions now.

  • Are you talking about parallax? If so then theres a Layer setting where you can change it's Parallax scroll, so for example if it was 50% x 50%, it would scroll half as far as the camera.

    Or are you talking about simply having the background scroll down? If so you could use a Sine behavior set to Sawtooth, meaning it will infinitely move in a scrolling-like motion