WackyToaster's Forum Posts

  • Yeah I agree that it's not perfect but it's the best I've seen so far.

    It's a long standing and highly voted suggestion, but alas

    github.com/Scirra/Construct-feature-requests/issues/726

  • Kashin GinnRecently dropped this method in a thread and it works really well. Blew my mind.

    wackytoaster.at/parachute/clippingmask.c3p

  • I've had that issue before on a web platform but I'm not sure if you can fight their caching. Usually waiting for the cache to catch up worked most of the time, which is obviously a terrible "workaround". Best case is you contact the people of the super app (whatever that is) and they have a solution. Or maybe you can deliver your app as a single file (playable ad export option) that could help in this case?

  • 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?

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  • 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.

  • 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