Ajbael's Forum Posts

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  • Perfect, thank you!

  • Let's say I want to set a Physics object's velocity to 30 at angle(0,0,Object.X,Object.Y)+90

    The Physics behavior doesn't have an option to do this, but I can set the X and Y velocity.

    What formula would I use to determine the X and Y velocity if I want it moving at a velocity of 30 at angle(0,0,Object.X,Object.Y)+90?

  • Thanks, working with the collision polygons did help, and after working with and simplifying the project I've gotten to the root of the issue. The lighting system will never work unless the player can have LOS to a wall but not through it.

    I need to have LOS to the wall to lighten the FOW tile on it, but I also need to not be able to see through the wall as that would defeat the purpose of having LOS in the first place. Is there anyway to accomplish that?

    Here's the simplified CAPX I'm working in trying to figure out how to accomplish that

    drive.google.com/open

    [EDIT] I tried building a "wall detector" with a shadow light and a large circle but it looks like overlap detection occur regardless of the casting appearance. There's gotta be some really simple way to detect whether or not a player has LOS to a wall.

  • dop2000

    I was originally experimenting with a system like that, but it doesn't hide the walls, which is pretty critical for a dungeon crawler. The tile-based FOW is definitely the effect I'm trying to capture. Is there a way to improve the picking process to reduce errors? I know there has to be a solution because I've seen it done in games like Rogue Fable III.

    [EDIT] A tried experimenting with a FOV mask with shadow casting and the pixelate effect to simulate tile-based FOW, but it's just really not the effect I'm trying to capture. Is there any way I could have line of sight to a wall but not through the wall? Because I could easily work around that if there was a method for it.

    [EDIT-2] Another solution would be if there was a way for each wall tile to pick the lightest adjacent FOV tile. It might cause occasional errors were certain wall tiles are being highlight when they shouldn't be, but I'd take it.

  • Thanks, I updated the post, is it correct now?

  • I'm using tile based fog of war

    The FOW tiles lighten based on proximity & line of sight. Originally i had FOW tiles on the walls, but since the walls are obstacles the player would never have line of sight to the FOW tiles on them and they would always been invisible.

    So I removed the FOW tiles on the walls and instead had the walls become more or less opaque based on the opacity of the nearest FOW tile. It's working for the most part but in some areas the walls won't appear unless you're right next to them, or are really bright when they should be faded out/really dark when they should be illuminated, etc.

    Really have no idea what's going on here. Left click on adjacent ground tiles to move around.

    .capx

    drive.google.com/open

    [EDIT] And here's a picture of the issue I'm having

    drive.google.com/open

  • This is an old project of mine and dont use arrays:

    https://www.scirra.com/tutorials/9587/rpg-inventory-with-item-categories-and-auto-sorting

    I am currently working on an improved version but for the beginning, the linked capx and c3p should be enough to get you started.

    Ah, yeah this solution might be just what I'm looking for thanks!

  • Maybe you should read some totorials regarding arrays. You will find there all Informations you need.

    When you plan only a few objcts:

    https://www.scirra.com/tutorials/872/inventory-without-function-array

    When you plan a lot of objects:

    https://www.scirra.com/tutorials/614/array-based-inventory

    Oh, yeah I've tried following tutorials for this but I really struggle with arrays. The second one you linked is one of three tutorials I've tried to work with. Eventually I bought an inventory system capx off the scirra store, but it also uses arrays and because I don't understand what is happening I'm having a really hard time converting it for my game.

  • capx drive.google.com/drive/folders/1cw3bsx6RoG_aLlbB3UdL4eolcvACkovl

    I'm making an RPG and am currently hung up on making the inventory system.

    I'm trying build the system off a tiled background as containers will vary in shape and size, and I want the accessible inventory space to reflect that. The display aspect is working fine, it is the actual inventory system that is giving me trouble.

    The first problem is that when adding new items to the inventory, I don't know how to make the system aware of which slots are available, so all the icons just pile up in the first slot.

    The second problem is that when moving inventory items around I don't know how to get them to snap to inventory tiles. I know there is a way to grid snap, but I don't know how to make it relative to the inventory slots especially since the inventory windows are meant to be moved around freely.

  • I have the same issue. The timing of everything gets whack where I have to readjust everything. Or, for example, variables don't work the same as they used to. It's so pervasive I can't really list in great detail how everything messes up. I'm just not going to update from now on since C2 is basically finalized anyway, unless some extraordinary new function gets added or a critical bug fix. Thank god someone else noticed. I was starting to think I was causing it to happen and was about to rip my hair out from frustration.

    Yes, exactly! I'm definitely not updating again unless I know how to stop this from happening in the future. If it has happened to at least us two hopefully it has also happened to someone else who knows what this is about.

  • It would help everyone if you also stated what problems you are encountering, preferably with a .capx that demonstrates your problem, so we can help test it for you with our setups.

    There has been an issue lately with audio that was caused by Chrome but anything else should really be posted in the Bugs section if you are positive you have a bug.

    Well the thing is I'm not actually sure if it is a bug or not. It could just be something I'm doing wrong. I was mostly hoping someone else experienced in the same issue might be able to point out what to do. I'd post a capx but it only affects my large projects.

    In addition to the cpx error another example would be that there is a shooting game I am building where since the update the projectiles now spawn about 50 pixels away from the gun they're being fired from. I know there are a lot of quick fixes for things like this, but the problem is every time I update all of my projects are suddenly chock full of these little problems that didn't exist before.

  • Every time I update to the next "stable" version of Construct 2 I have capx files that worked perfectly fine in the previous version but won't run properly in the updated version. Most of my projects will run but with lots of minor bugs that didn't exist previously, some won't run at all, returning errors stating things like the cpx file is missing.

    When I didn't have as many projects, and when my projects were simpler, it was easy enough to debug or rebuild, but it's starting to get seriously annoying. Is anyone else having this problem, is it something I'm doing wrong?

  • dop2000

    Gotcha, thank you

  • https://drive.google.com/open?id=18guiF ... OEeMo_JcD3

    The animation loops seamlessly in Spriter, but when it plays in game it skips like its starting halfway through the cycle every time it loops. It's probably something simple, but I haven't been able to find anything online about it.

    Importing Spriter entities seems simple and clear cut with very few steps involved. I've read/watched multiple tutorials and followed every step to a T, so I'm really confused as to what I could be doing wrong. What makes things more confusing is that this entity has multiple animations, some of which work fine and some have this skipping problem.

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