Arcticus's Forum Posts

  • yeah that looks ok, not really the look i'm going for though, in any case i'm gonna leave the lighting and sprites till i get this layering problem 100% fixed, right now i'd say it's at about 90%

    the '* 2' certainly helped out a bit although i'm not entirely sure how.

    So if anyone has any more ideas i would gladly welcome them?

    Am i even doing this the best way it could be done?

  • Yeah those boxes are just old sprites i made for something else, i just threw them in for something to use, and the player is just a placeholder as well, once i get a character made in lightwave/blender/truespace (whichever i decide) i'll render animations and walk cycles in ALL 64 DAM DIRECTIONS which will take years to get working in construct (hence my animator bar suggestions a while ago )

    Anyways yeah, these are all placeholder type sprites and the only two glitches i can find in the Z layering are jumping in front of the tower and jumping when behind the big box

    I don't really know how to fix those ones.....

    Any suggestions from the almighty devs?

    Also, deadeye, what are you doing with the lighting there exactly? it does look pretty cool, i was thinking of eventually making just some generic semitransparent shadow objects that i could put in different places like walls and floors to give more depth and realism to the scenes

    dynamic lighting had occured to me too but i dunno how well it would go down as it's not really a top-down/side-on type view

  • Dave, I dunno how but you seem to have fixed my problem with the exception of jumping in front of the tower i made in it and jumping when behind one of the big boxes, it acts a little funny...

    The collision thing, as far as i'm aware, is when the player overlaps the obstacle just as the player's bottom variable falls below the obstacles top variable, which shouldn't be possible in theory as the collisions are reset if that happens...

    Also a similar thing happens with disabling the collisions, when the player is pushing against a wall and tries to jump over it, he stands on top of it but cannot go any further than the edge, as though collisions are still active, if you get a run up however that problem doesn't exist

    I was going to make a little loop that pushes the player out of the colliders when he shouldn't be there, but i found with that loop, when pushing against an object from the LEFT ONLY, the player constantly gets pushed out and twitches

    I also made the detector things stay on the ground because the collision objects aka, 'footprints' of the obstacles are always going to be on the ground

    I'll post a more up to date cap right now, i've cleaned a little of the code up and got rid of a few useless detectors.

    Here:

    http://www.mediafire.com/?eymiwbyml2y

    Thanks for the help everyone! we're slowly getting there

    Soon i can start the real work....

  • Sorry, i know it isn't really forum ettiquette to post four times in a row, but i still really need help with this

    So far the best results i've got have been with:

    For each Blue ordered by Blue.Y + Blue.Value('ZHeightBottom') ascending

    which gets the X,Y layering working great, as long as i don't stand on anything

    if there is any way of combining that above code with this code:

    For each Blue ordered by Blue.Value('ZHeightBottom') ascending

    which gets the 'Z' layering working great

    Because both effects are what i want, but i want them at the same time, for now i only know how to apply them separately

    i'm desparate! this is like the last (maybe second last...) bug for me to iron out in my engine so i can start on concept, art and story

  • i have been unsuccessfully trying to tell people that a few times, normally about breaking up and importing sprite sheets/tilesets in one go

    ..that is if you're talking about the function i think you are.... if not nevermind

  • Heyo, I'm having a little difficulty finding ways to use families in picking objects

    How exactly would i go about it? because what if i want to compare variables from two different objects in the same family?

    if Blue.Value('Value') is greater then Blue.Value('Value')???

    Would that work? I'm not really getting any results

    I need my events to look something like this: (Blue is the family)

    If Blue is overlapping Blue

    Pick Blue with highest ZHeight - bring to front

    As it stands, i don't really see anything happening, nothing's being picked and the sprite order doesn't seem to change, so i tried something similar:

    If Blue is overlapping Blue

    If Blue.Value('ZHeight') > Blue.Value('ZHeight') - bring to front

    But this has the same result, nothing. Am i doing something wrong? is there a better way to go about this? or do families have a hard time picking objects with differing variables?

    please .... halp ..... *cough* *splutter*

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  • I dunno what that is but it works for me

  • While we're on the subject of collision masks, I'm sure i've said this before but haven't got feedback

    David, surely you're aware that at the moment, the ellipse collision mask draws a perfect circle rather than an ellipse with the dimensions of the sprite right? is that going to be fixed?

  • Well i do kinda see where ashley's coming from with the pixel perfect mask, because people are going to make games with hundreds of objects with complex pixel perfect masks flying about and then complaining to him about why the game runs so slowly, even if pixel perfect or hybrid masks do come in, i would still like the custom one too. Perhaps a slightly more user friendly version, but i can't really complain since i'm getting this program for free, plus it's still in development, maybe a better solution to pixel perfect physics collisions will come around, who knows? not me

  • There's not really a need to get sour at Ashley cause he isn't turning construct into what you want it to be. Give the guy a break, he already has a million things on his plate to do for construct, I'm sure he could find a way to do what you want, but construct IS currently in beta and i think, for general use purposes, the custom mask works quite well, i mean i'm glad we even HAVE a custom mask cause we didn't before.

    Just be patient, I'm sure there will be some alternative/solution on its way, plus he does kinda know what he's talking about when it comes to all the cpu stuff, i trust his judgement on what should and shouldn't be in construct

  • Time scaling using TIMEDELTA!!!!!! will let you slow down the game without affecting the frame rate,

    anything that is moved with timedelta is affected by time scaling

    how do you use it?

    simply, on event - timescale = variable/number

    time scale can be found under the system object

    My super speed example in the your creations forum is a good demonstration of manipulating time scaling, although i made a smooth transition between normal and slow timescale, that and i added an extra bit of code to make it so the player is 'unaffected' by time scaling, in actuality he just speeds up the same amount that the game slows down

  • i'm pretty sure it's not a coding problem, since it's like:

    If player if overlapping obstacle

    pick obstacle with highest Height value - change player value to some other value

    and even if i take the pick event out, the exact same thing happens, basically it depends which object i put on the layout first, which makes me assume it's a UID problem

    I'm pretty sure i uploaded a cap somewhere, either uploads or help, i've temporarily fixed my problem though by putting the obstacles with the higher values on the layout first, followed by the smaller ones

  • While it would be handy, it's really for specific cases, not all games have the same view or movement or anything, i think that it might be possible, especially in the rts behaviour's case, but a more realistic view would be coding your own unfortunately

  • I think i'm having a similar problem, i have multiple instances of the same object, each one has a different height value

    if the player is overlapping more than one of them, even though i put an event in that picks the object by it's highest height value, it STILL picks the one that was created first, NOT the one with the highest value.

    I dunno if it's related or not to your problem, to be honest i'm watching heroes and didn't read all the walls lol

  • It should be relatively easy to code it yourself, perhaps in conjunction with the rts object