bladedpenguin's Forum Posts

  • I'm also curious about this. I set my items up as sprites though, and they go in itemslots, which are also sprites. I'm a little wary of this setup, as I'm not sure what kind of problems I might run into down the road. I admit its a little odd to keep them as physical objects instead of abstractions.

    Anyway I can see a multiplayer scenario where the host has dozens of ItemSlots, all associated with different players, invisible and not synced with each client. The "paperdoll" sprites, as well as any attacks etc., will of course be synced to each client.

    It seems like only your Option 2 is really secure? It seems like using a player's own data in a multiplayer scenario is likely to be subject to manipulation of some kind.

  • Perhaps you are looking for the System.SetValue Action? By assigning the value of a slider or textbox to a variable, you can use it even after the textbox/slider is gone. I hope this is what you wanted.

  • I don't have anything from Apple, but I checked a video. The first thing that strikes me as odd is that your control schema is different, but that's not important. If I understand correctly, you want to stiffen the knee as long as the key is held down? It also looks like something is going on with the hip idk. It is really not clear what you want this thing to do. You need to be able to articulate it in plain language, even if it in Slovenian. I will not take the game apart for you.

    I noticed that you are directly applying force to the goraj/thigh, which has the effect of propelling it like a rocket. I don't think that is what you want. The next thing you should do is OnKeyPress, create a Rotary Limit Joint between the Thigh and Shin. OnKeyRelease, destroy that joint. This will stiffen the knee while the key is held down. I think you need to work to understand exactly what Daddy Long Legs is doing.

  • Maybe post a capx so we can see what you are trying?

  • What is Daddy Long Legs? I am familiar with a type of arachnid.....

    If you are trying to make a spider, I would say that pivot joints, one for the shoulder and one for the elbow would be correct. It might be helpful to play with the weight: the body should be about 1/4 the total mass, in my experience with articulated contraptions. It may be difficult to get the legs moving so it can walk, depending on what you are trying to do.

  • Any luck reproducing? or have I misunderstood the intended behavior?

  • Hrm this is going to be tricky to work with the optimization that C2 already does, and especially to do it in a way that does not break with updates. My project mostly doesn't use physics, so I would be raycasting against the collision poly. The functions to get that poly aren't in the SDK, so even after finding them, they might change or put the engine in an odd state. I'm content to give it a rest for now. My knowledge of the engine isn't up to this.

  • Depends on what you mean by "light beam" You need to be more specific about what you need.

    My guess is that you want a laser beam from one point to another. I would solve this by creating a sprite only a few pixels high with the origin in the middle of the left side. I would set the position of this sprite to the starting point. I would set the angle of the sprite to the angle between the two points, then, finally, stretch the beam to length by setting the width to the distance between the two points.

    If you have trouble implementing, post screenies or a capx so we can help you figure it out

  • Glad I could give a hand. For reference, if you need to deal with layers that have differing parallax, heres a chunk from my item events. You can see the set position call where I compensate for the fact that neither UI nor Game is centered at 0,0[attachment=0:fqfm07ll][/attachment:fqfm07ll] You can use a similar formula for your picking.

  • Read up on the bullet behavior. It has a "Set Angle" property that causes it to sync the bullet angle with the sprite angle.

    Also, you might want to have a look at Kyatric's HOW DO I FAQ, which is stickied at the top of this forum. It discusses how to set conditions to detect distance.

  • It sounds like perhaps these obects are on layers with different layer parallax? I know that in my inventory system, Items move between my UI layer and my Game layer, and I have to keep adding and subtracting the viewport coordinates for every transition.

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  • I would also be interested in multiple frames on a 9patch, even if its not as efficient as changing frames on a sprite. Sorry for necromancy, but I thought it might be better than making a new thread.

  • I recently had a problem with a tileable fog I made in gimp at 1024x1024. Theres no need for HD fog, so I scaled it down after importing it. It took me a couple of tries to realize that the odd bar wasn't coming from the spritesheet, it was coming from the scaling that was used. I went back and scaled it down in GIMP and it was fine.

  • Problem Description

    When I have global sprites on a global layer, travelling between layouts duplicates the sprites and destroys any information they contain.

    Description of Capx

    There are 4 global square sprites on the top layer. You can click on them to make them change color and increment their instance variable. There is a button on the main layer that takes you to the other layout. Note that when the button is pressed, the layout changes, but the squares

    Steps to Reproduce Bug

    • Start the project in debug mode.
    • Click the little squares to make them change color.
    • Click the button to change layouts Observed Result
    • Notice that all the squares, which are global, have reverted to thier initial state of being green.
    • Notice that the Instance variable, which has been counting clicks, has reverted to 0
    • Notice that there are now 8 squares instead of 4, and that each pair has duplicate UID

    Expected Result

    I am expecting each UI element to be created if it doesn't already exist. If it does already exist, I expect it to keep it's state and instance data.

    I was expecting each of the 4 little squares to retain it's color and instance variable as the layout changes.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    Windows 7, SP1

    Construct 2 Version ID

    Release 198, 64 bit.

  • 1. omg I can't believe I missed that.....

    2. That's what I was doing. I'm kinda tempted to create a custom behavior that uses runtime.testOverlapSolid(), but I'll leave it for now, unless it becomes a serious pain.