WackyToaster's Forum Posts

  • I'm sure there are programs with font rasterizers that don't glitch like the one in some browsers.

    Funny enough the same issue can be observed even in Adobe Illustrator. Illustrator has some settings in regards to how to render the outline corners, which mitigates the issue pretty well. I wonder if that can be applied to Construct too.

  • Ah, you played in portrait. Yeah I suppose the controls could be shifted up a bit in portrait mode.

  • Thank's you two.

    Yeah the pinball levels I was a little bit worried about but worst case people can use a level skip and give me money lol. But really only the last one of those requires to understand the mechanics to beat and generally I prefer people playing rather than skipping.

    Turning Oozy visible for the goal makes sense, I'll put it down for next update. And the controls, I'll look into it but the area where you can press actually extends a bit above the visual part, I just didn't want the buttons take up too much screen.

    But maybe it still needs extending?

  • Changing the spriteshees is just a bit below the downscaling quality. Set Max spritesheet size: Disabled

    I haven't tested though if that fixes it I'm just guessing that it should.

    both low and high fixed it... what? Why? What's wrong with Medium?

    It just changes how exactly the spritesheets are scaled down. Low will of course have a tradeoff regarding quality when sprites are scaled down. High has a tradeoff regarding performance (although I personally barely noticed anything) My guess would be that low uses nearest sampling when downscaling, which has the benefit of being exact. Medium probably uses some filtering, bilinear or trilinear. Not sure what exactly high does differently or how any of that works exactly.

  • I think that's just a combination of issues.

    The spritesheet bleeding is a common issue/tradeoff. The outline plugin simply sees some pixels and outlines them.

    The solution is to change the downscaling quality in the project settings to high. It's "not recommended" but it's kind of the only real fix for the issue. I think the other option would be to entirely disable spritesheets, but I think that's a worse idea than the downscaling quality.

  • After taking entirely too long as always, my new game is out now! Take a gander:

    Subscribe to Construct videos now

    And you can play it for free, right now in your browser. What are you waiting for? :)

    https://poki.com/en/g/oozys-lab

    Feel free to post any kind of feedback.

    Cheers!

  • I feel like I vaguely remember getting this error when loading saves in quick succession. Is it possible you are somehow loading twice or something? E.g. pressing the load button twice on accident?

  • I'd try to detect the broken state. If you manage to detect it, surely there's a way to knock the player out of it. Maybe shoving the player into or away from the slope a few pixels for a tick is all it needs.

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  • Well you found one of the "funny" edge cases of the platformer behavior

    github.com/Scirra/Construct-bugs/issues/4127

  • Assuming you are using the platform behavior to detect wall left/right, you can do something like this

    wackytoaster.at/parachute/walljumpbuffer.c3p

  • It works! I had no idea there was a combination of blendmodes that actually works like a proper clipping mask. :V

  • Sometimes it's great to look at what other tools are cooking and I've recently got curious how the live2D stuff works and done some digging. I found some functionalities that I think could be really interesting for Construct so I made a wishlist.

    1. Mesh setup

    Meshes can be set initially without deforming the sprite. That allows the base-mesh to conform to the actual content of the sprite instead of always covering the entire sprite rectangle. From what I gathered this might give better results when deforming the sprite, in particular if the initial sprite has some curve to it. If the mesh follows that curve initially, deforming it should lead to cleaner deformation.

    They also have an automatic function to create this mesh. docs.live2d.com/en/cubism-editor-manual/mesh-edit which of course would be nice to have. But even being able to deform the initial mesh manually to fit the sprites texture would be a great starting point.

    2. Clipping mask

    It's super easy to create a clipping mask for any kind of masking purposes. Take the sprite you wanna clip, reference the sprite that should be used as clipping mask. Done.

    docs.live2d.com/en/cubism-editor-manual/clipping-mask

    docs.live2d.com/en/cubism-editor-manual/invert-mask

    In Construct we have to use blend modes (destination out etc.) which becomes increasingly complicated if you wanna have multiple objects that are cropped because the destination out applies to everything below. So when cropped objects overlap the clipping mask from the top sprite also crops the bottom sprite. Effectively you need to put every single pair of object and clipping mask on their own layer with force own texture.

    Mind you this is quite a highly requested feature already: github.com/Scirra/Construct-feature-requests/issues/726 although the solution skymen proposes is slightly different.

    3. Deform Path

    One can define deform paths which can be used to manipulate the underlying mesh. Instead of having to manipulate all the individual points of the mesh, this path works kinda like a classic bone/joint. It simplifies adjusting meshes a lot.

    docs.live2d.com/en/cubism-editor-manual/deformpath

    A similar application would be puppet warp which is available in various tools: tips.clip-studio.com/en-us/articles/10496

    These are already really useful during editing since right now you must drag mesh points 1 by 1, but I'd imagine these paths could be manipulated at runtime too, allowing much more convenient manipulation of meshes at runtime (which is currently easily the most cumbersome part).

    3.1 Soft selection

    On a sidenote for editing meshes, a soft selection option would be great. github.com/Scirra/Construct-feature-requests/issues/789

    4. Blendshapes

    docs.live2d.com/en/cubism-editor-manual/blend-shape

    The ability to blend between two (or more!) meshes. This is often used in 3D for facial expressions. You take a copy of your base-mesh, deform it to e.g. make the character smile and add that as a blendshape. Now you get a slider on your sprite which allows you to set how strong the deformation is applied and you can make your character smile between 0 and 100% (sometimes it even possible to extrapolate in either direction). Now you make another blendshape with mouth open, which allows you to mix the smile and the open mouth. Of course this can be used for all kinds of animation purposes, not just facial expressions.

    github.com/Scirra/Construct-feature-requests/issues/787

    While typing this timelines popped into my mind, which could maybe be used to set this up... except they don't appear to support/track mesh deformations. So there goes that. (Unless I'm mistaken)

    5. Deform Path physics

    This is kind of an optional thing but would be cool regardless. One can set up a physics calculation, which is then applied to a deform path. I'm assuming they are using some kind of verlet physics here.

    docs.live2d.com/en/cubism-editor-manual/physical-operation-setting

    This could be cool to make a character with a dynamically animated tail, cape or hair. Or really anything you can think of. I actually made a cape with this method before, where I used verlet physics to simulate a rope attached to the character and then used the IRenderer to render a mesh. But I couldn't get further than rendering a solid colored cape. I'm assuming it's possible to actually attach a texture if you actually know what you're doing (unlike me).

    If I had to prioritize:

    1. Clipping Mask ("simple" feature, big payoff)

    2. Mesh setup (I'm assuming the Deform path will not work as well without this so this has to come first)

    3. Mesh soft selection

    4. Deform path (Easier mesh manipulation both in the editor and runtime)

    5. Blendshapes (An alternate way of deforming meshes at runtime, probably a bit more niche than deform paths)

    6. Deform path physics

  • It sounds like what you are looking for is to disable the default controls (which are the arrow keys) for the enemies. So the player can be controlled with the arrow keys and the enemies aren't.

  • You can do something like this.

    But yeah, 9-patch animations would be great in general.