Thank you, but I've tried it already and it isn't quite the same.
So I'm making a pixel art game, and I have a circular sprite that I may use in various occasions with different sizes, so I made a very high res circle and I'm trying to find a way to downscale it when I use it very small so the pixels are the same size at the rest of the game. It's exactly the effect I'd get if I set fullscreen quality to low, but I don't want my entire project to be that way. Does anyone have a solution?
Turns out that I was just being dumb! Enabled beta versions and now it works, I can finally continue my project, thanks for your help.
I just checked the report and the changelog and they say they fixed it, but it still doesn't work. Am I doing something wrong? I'm sure I updated construct, so what now?
Thank you, you can use my project for the bug report. How can I check updates about this topic?
Hey, I did it. Please check it out and thanks for your interest.
drive.google.com/file/d/1xOKjyAbkbznQ1f4j-GnIoZEpHVpwBaQW/view
To cause the problem, enter debug mode and keep pausing and unpausing, apparently it is the same as setting the timescale to 0 and 1 again. The problem is caused not only if you pause when the sprite is on an arrow, but also when it is traveling between arrows. I think it's because of pausing when tile movement is moving between tiles, and then the movement gets duplicated. If you pause it when it's changing direction, it may go diagonal, it's crazy.
I'll do it tomorrow
Thank you (:
Actually, I posted this a while ago with much more detail, thanks for your interest and please check out that post.
pretty much it.
yeah, that's it.
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Sorry, I meant collision as like, solid objects.
I thought of using the line of sight behavior, but as it may get overcomplicated, I posted it to see if anyone has come up with a better way to do it.
Thanks!
Member since 11 Nov, 2018