Tokinsom's Forum Posts

  • Off the top of my head O_o;

    +input that makes player dash is pressed

    -set value "dash" to (duration of dash in milliseconds)

    +value "dash" is greater than 0

    +player is facing said direction

    -set x component of motion to (speed of dash, - is left + is right)

    -subtract 1 from "dash"

  • http://en.wikipedia.org/wiki/Pixel_art_ ... algorithms

    Linear interpolation is one thing, but if I'm not mistaken these are a little bit different.

    I first discovered these in emulators such as ZSNES. They can make pixelly 8-bit graphics look very smooth; like something that might be used in a Flash game.

    Is there any way these could be used in Construct?

  • Is the built in collision mask feature even meant to be used on things such as your player, or enemies? I applied it to one of my enemies (manually in each frame.. as "copy collision mask to other frames" or w/e just deletes all collision masks) and it brought my FPS down to 40..

    If it is meant to be used on things like enemies, what's the "proper" way to set it up? I imagine if the hotspot for the collision mask is to the far left in one frame, and the far right in another, then the object should get stuck in the wall. However, it doesn't..so I'm really confused on how it works.

  • Congrats :3

  • So when your player dies you're trying to delay a little bit of time then fade the screen out or restart the level ?

    Yessir. I figured my above method was simple and effective enough, but I guess not D:

  • Well basically, when my player dies, a value is constantly added to. When that value reaches certain numbers, things happen..like the screen fading to black or going to a different layout.

    It works fine when I use V-Synced Mode, but everything happens waaaay too fast when I use Unlimited Mode. I read that if something like this happens (anything running too fast when you use Unlimited mode) then Time Delta should be applied..otherwise you'll have some problems on certain computers..but I guess this situation is different?

  • So I just learned about Time Delta the other day, and good thing too. I'm having some problems with it though D:

    Basically, I've got some code that works like this:

    "Every 100 milliseconds - Add 1 to Value"

    "If value is 50 - Do this"

    "If value is 100 - Do this"

    "If value is 150 - Do this"

    and so on.

    How do I apply Time Delta to this code? I've tried, but certain things still aren't working right when I run the game using Unlimited FPS. Also, unless I misunderstood, Time Delta varies. This means the value will never actually be exactly 50,100, or 150, right?

  • WOW.

    So umm.. turns out she had put some sort of video settings as low as they will go, which totally ruined the graphics. After setting them all to the highest setting, everything worked just fine.

    Blaaah. Atleast it's fixed

  • > Also, I read having giant images can cause problems so I chopped up the tiles image to 1024x320 rectangles, but that didn't seem to do anything :T

    >

    The computer will treat that as a 1024x1024 texture. It would be even better, if you cut it to 512x320.

    Thanks for the advice. Any chance that might be what's distorting the image?

    What computer is he running? Any idea on video hardware etc?

    Specs are right HERE

  • All I know is her computer "is like..BRAND new".

    I should mention those aren't actually separate tiles, it's just a 1024x320 image. All of the graphics, including this image, have been scaled up 4x so I can use pixelly sprites but still have smooth movements. Also, I read having giant images can cause problems so I chopped up the tiles image to 1024x320 rectangles, but that didn't seem to do anything :T

  • <img src="http://i369.photobucket.com/albums/oo136/4Sweet2Leaf0/screen.png">

    So this is how my game looks on my computer ^

    <img src="http://i369.photobucket.com/albums/oo136/4Sweet2Leaf0/glitch.png">

    and this is how it looks on my friend's computer ^

    This is bad Does anyone know what's causing the tiles to get all distorted like that?

  • These examples are great. Thanks a lot!

  • Hey guys. Would anyone here be able to teach me a thing or two about putting "chains" inbetween 2 separate objects?

    Here's an example I whipped up..but it kinda sucks.

    <img src="http://i369.photobucket.com/albums/oo136/4Sweet2Leaf0/chainexample-1.png">

    At the top, the 2 objects are idle and the chain links are stacked inbetween them. At the bottom, the 2 objects have separated and you can see the chain links inbetween them.

    I've seen tons of games do this, but I've never found any examples on how it's done. I'll try to find a video to further demonstrate what I'm going for. Thanks for any help!

    EDIT: Ok found a video showing this off perfectly. Make sure to skip to 2:45

    Subscribe to Construct videos now

    You can see the "chain links" (those spikey balls in this case) that connect the boss to the background wall. How do they do that?! Thanks.

  • I'm using "Play music from resource" under Xaudio 2's music tab. I think the pause is due to the filesize, since the song is a .wav file, but I could be wrong. I normally use ogg but it seems ogg only works for sounds.

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  • I've run into a few problems while adding music & sounds to my game..All of the audio consists of wav files. I've never messed with separate channels so I just use "Auto play resource" and "Play music from resource".

    Anyway, to the problems. Every time I play a new song the game pauses for a bit. Not only that but when this pause happens my player falls through certain platforms. How can I get rid of this pause?

    Also, even though I add "Trigger once" to the condition that plays a new song, the event will sometimes trigger twice and have 2 of the same song play at once.

    Besides that, is there any way stop a sound while it's playing?

    Thanks!