aridale's Forum Posts

  • I found out after some painful trial and error it is indeed the size. I went thru all my events for sizing the blocks to make platforms (the levels are randomly generated) and added a configurable globalscale global.

    So now everything thats created is scaled by that global var including the player. With no changes to any objects from my first post Ive tested scales upto x6 (48x48 blocks) and the bigger everything gets the better and more smooth the collisions.

    x1 - Same issues as my first post

    x2 - Dont get stuck on the right side edges of blocks but still cant walk up slopes to the right

    x3 - Everything works but moves faster goin up/down slopes to the left

    x4 - Same as x3 but smoother

    x6 - VAST improvement in smoothness of movement and collision response. Still goes too fast up/down slopes but now its the same speed goin left or right so its no where near as badly noticeable

    The next issue now its gonna be how my unresized graphics are gonna look scaled up x6 Q__Q

  • Ive been usin the platform physics for a few weeks now with little to no problems. Today Ive started usin it with smaller objects and now its hardly working.

    Each block is 8x8 and the player is roughly 6x11 with no animations or anything its strictly a collision object. Each block has its collision poly set to the full sprite a solid 8x8 square.

    The player uses no custom controls just the platform behavior with Default controls set to on.

    The collision polys Ive tried with a flat bottom Ive tried with a point bottom nothin helps. The origin is in the middle bottom

    Almost always when I jump the player goes 2-3 pixels into the floor and the top of it never hits the blocks above it it always stops a few pixels early. It seems I can walk to the left ok but do good to walk to the right at all and slopes goin up or down to the right it wont even attempt.

    I should mention that almost every block in the layout has been stretched to make platforms so rarely is the 8x8 object still 8x8 in use.

    It also almost 100% of the time gets stuck on the right edge of a block and wont fall. I can also walk off a block and push into it goin right as I fall and get completely stuck in it.

    So my question is: is this because the objects are small or is there somethin Im missin? Ive been usin all the same sprites (same art different projects) at a larger scale for weeks (4x exactly... each block is 32x32) and its work without a hitch. Again each block has been stretched to make different width/height platforms.

    Im stumped so far. Ive reimported (even tried different) graphics and redone collision polys and changed scalings nothings helped. I cant go with a bigger overall size in this project right now cause literally everything is designed around the size it is right now

  • if theres multiple objects that make up your enemies then make an enemy family then make sure the families .count is 0

  • the origin is really ALL that matters. The size of the sprite is really just extension in any direction from the origin

  • isnt there stil an issue with creating objects thru events that dont already exist in the layout?

    So if your objects arent global your still gonna have to place them somewhere in each layout before you can create them with events

  • when you resize a window the size of the world inside that window isnt changing only your view of it

  • yeah and you may think you have it exactly where you want it but when you zoom in really close its a position or so off the exact spot you want that will cause it to not LOOK like its snappin right

  • its a computer sittin not 10ft away from my main computer in my livin room that I run my minecraft server on... preeeeeeeetty sure its ok lol

  • what exactly does the auto tile one do?

  • Id really like to know this kinda stuff as well. I have a computer at home I run a webserver and sql db on and Id really like to be able to use my db to store info for my c2 projects but I know next to nothin about where to start.

    Im a .net app programmer by day and deal a lot with sql. My disconnect is c2 -> website -> sql. I dont know anythin about html or php

  • just check the positions of the rocket and the pad origins and if theyre within your proper landing conditions then say it was a success

  • yeah that would work fine.

    On startup fill your main array with all the info you need then whenever you need to randomize your values clear your temp array and then copy over all the data from the main array then randomize your selections.

    Just dont forget to remove the data from the temp array once its used and youll never get the same value twice (unless its in the array more than once)

  • This is a simple room editor I made for use with my other projects. This one is for a castlevania style platformer.

    Layout Editor

    The controls are simple.

    Left click creates a block or selects the one under the cursor.

    Right click deletes the block under the cursor or Selects None in open space.

    Arrow keys scale the selected block. Right/Down grows it Left/Up shrinks it. Holding Ctrl and using the arrow keys will make the block the largest/smallest size possible.

    The selected block wont overlap any other blocks. If it does it gets deleted.

    Click a block type on the left side to place that kind of block. The types are:

    Full Block - solid. Main block for makin rooms.

    Half Block - jumpthru. Cant be scaled up/down.

    Angle Left - solid. 45 degree angle for stairs

    Angle Right - same as Left but facing the other way.

    Point - non solid. Used to set spawn points in the rooms. Cant be scaled.

    The buttons are pretty self explanatory but Ill mention the major 3.

    Shot - Takes a screenshot of the current layout and opens it in a new tab/window. It was made for me to use the pic in other projects so its not a very indepth setup. It overwrites the same file everytime so its not very useful for multiple ppl using it. Not on the mobile version.

    Gen - generates a string of the layout so it can be saved.

    Read - parses a string and generates its layout.

    It works on mobile too. Pretty much everything works except the screenshot and min/max scaling.

    Feel free to discuss or post layouts here. Later today Im gonna work on adding a test mode so you can play the layout with a simple platform object as well as maybe flesh out the screenshot generation. Questions/Comments always welcome!

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  • use an array. Im not sure if you can copy an arrays data to another array simply so its a bit longer than doin it in normal programming but basically what you do is this:

    Make an array. This holds all your things you want randomized (in your case weapon mods)

    When you need to generate new weapon stats make a temp array and copy the original array into it.

    Now generate your random stat to add and REMOVE that from the temp array. That ensures itll never be picked more than once.

    The goal is to have quick disposable temporary arrays to deal out randomized data that can only be used the number of times it exists within the array (you add the same item twice it can get used twice)

    Its a bit more difficult to apply to C2 because like I said I dont think you can copy arrays

  • Make a general sprite button that has all the functionality you want. Add an instance variable called something like "tag" or "type" and set it to somethin you can use for one kind of button

    The exit buttons tag would be "exit" or 0 however you want to do it. Then when the buttons clicked compare the instance variable and check for "exit" if so then do your exit events

    Repeat for each type of button