Arima's Forum Posts

  • Picking a family via a condition, then performing an action on another family that's also in a container doesn't work. Ashley said the bug goes way too deep, and probably won't be finxed until construct 2. I got around it by giving everything a pv 'uid' and checking that.

    So one object per container would need a setup event:

    at startup

    for each sprite (blue family - picks the others in container)

    • set sprite (blue family) value 'uid' to sprite.uid
    • set sprite2 (green family) value 'uid' to sprite.uid

    Then

    If ball overlaps blue

    Green value 'uid' is equal to blue value 'uid'

    • actions

    Slightly more complex, but it works.

  • Construct IS awesome, isn't it? For a while I wanted to make a thread/post like this one every time a new version with a super awesome new feature came out.

    Show your game, dude! Give us some screens!

  • I know a lot of us have been wanting to press enter after typing an expression in the event wizard to close it. Turns out it works when the icon section of the screen is selected, so if you press tab first after typing, it selects that area, then you can press enter. Well, as long as there isn't another text field that it selects first.

    Secondly, the issue of the 'hairline' placement in the event editor - from what I can tell, it's actually based upon if the previous movement the mouse made was up or down. So if it goes up any number of pixels, the line shows up at the top.

  • I'm entering it into the IGF, so I'll probably show something soon even if it's just screenshots or a video. It's getting pretty close to presentable.

    Here's an old screenshot if you're interested:

  • No, it is the area for testing, I meant the more objects you have the more pixels there are to check. As far as I know, using 1 big sprite that has the same surface area as multiple little sprites will take the same amount of time to check.

  • This is an awesome idea. I'm always searching for more indie RPGs. A hub listing all of them is something I've been looking for for a while. It would be nice though if there was a way to categorize the ones that are original and the ones that use ripped graphics.

    I'm making an RPG with construct - when it's done, I'll certainly let you list it.

  • Per-pixel collision detection is a pretty intense thing. Once you have thousands of objects to test, it can take a lot of time to check every pixel.

    Don't worry about it, though - in practice it's not often you'll encounter problems with it, and as you said there are ways around it. I have a demo of a shooter where there were about 500 objects on screen and collision checks between almost all of them and it ran fine on a pentium 3.

  • Thanks for the ideas. I'll give them a shot.

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  • I'm having a discussion with someone who was under the impression that construct uses tgas after exporting to an exe, or perhaps something else that is not compressed. I assume that exported exes use pngs - can I get an official word?

  • Can you change the collision type of the ground objects at runtime to 'off'?

  • I was talking with someone about it and the suggested something about core dumps? Do games made with construct make core dumps?

  • I'm getting sorta-random crashes in my game, and I'm finding a pattern that they tend to happen at times when the music changes (oggs played via autoplay or reserving a channel). I can't submit a .cap because I can't make it happen each time, and each time it happens is at a different place. The only thing in common with them are the xaudio events.

    Anyone else getting these crashes?

  • Actually these days they're finding ways to do ambient occlusion in realtime.

    http://news.developer.nvidia.com/2008/0 ... -upda.html

    Even though it requires a 3d model, you could probably do what you described (blur, multiply, etc.) via a canvas and pixel shaders.

  • Are you talking about the platform behavior getting stuck on parts of ground tiles? I get around that by using a few invisible simplified sprites for the actual platforms/ground that can be made into more complex shapes quickly by dragging around and pressing enter. It works for the games I'm making, but I don't need the player's platform object to follow the ground sprites exactly, so I don't know if it would work for you.

  • I don't think a dynamic hotspot is the right approach. What you probably want is some sort of custom movement, like the move safely .cap that was made a while ago. After colliding with a sphere (or getting close to one, set a variable in the sphere, then move the player towards it. Even better, if you're using the platform movement, you could get the x/y speed of the platform movement, deactivate it, activate the custom movement and put the speed values into it for a smooth transition.

    (I haven't used the custom movement behavior much at all, so this might not work, but from the cap I tried, it seems like it should.)

    Edit: Here's the cap.