bladedpenguin's Forum Posts

  • I have an "Attack" object that represents a sword swing, and I spawn it and use it to detect when you hit something with your weapon. I figured every melee weapon is more or less the same, so they all use the same object. Each weapon should look different, so that sprite has like a dozen animations. I've been using the animation: OnFinished trigger to destroy the attack, but it seems to require the name of the animation, and I have bunch of animations that all do the same thing. Can I perhaps use a wildcard?

    My other question was about collisions. I was wondering if there is a way to detect collisions with solid objects, even without picking the collided object? There are the overlapping and overlapping at offset conditions, but they require a specific object or family. Can I use these conditions with "any solid"?

  • An artistic suggestion rather than a technical one: Give the individual asteroids on a layer a small proper motion relative to the layer, that way it makes it harder for the human visual cortex to see the individual layer moving as a unit.

    Have you tried turning off collisions?

  • omg you have as much useful stuff as native C2.

  • Was it efficient to have 15 different layers? I imagine it was more efficient than individual asteroids, and 15 layers is the method I would try. For each asteroid, you want to generate an x, a y and a z from 1 to 15. You can give the layers numbered names so that you can pick them easily. It seems you are up against the limits of the engine and your hardware. I would suggest taking a step back, and looking at other ways to create the same impression for the player. It is only the background after all.

  • If you switch to using the Physics behavior, it will allow you to set the collision mask to a circle. Also consider that Physics may give you more control and make your bouncing balls more interesting.

  • Seems like we ought to be able to get collision points using a trigger condition, instead of crazy workarounds. It also seems like we should have some kind of raycasting collision testing. It can't be that much harder to test a ray against a polygon than it is to test two polygons.

    Maybe it's time for someone to read the source and add a line to the physics behavior so that it triggers a condition when it computes a collision, then stores coordinates of the collision.

  • NIce! Rex saves the day again

  • It makes sense that part of the obfuscation process is wrecking all the object names, and I'm actually grateful for that feature. I think though that being able to store some kind of object name hash would be nice. I have been trying to save/load my inventory items between layouts, and it is giving me a bit of trouble. I worked out how to serialize, store the string in an array and setFromJSON, but it looks like setFromJSON requires that the item be spawned as the correct type to begin with. I have Items as a family, not an object type because I am expecting to have dozens or a few hundred items, each with different behaviors and events.

  • I'm curious about this as well. I see it under text properties, but it looks like there is no way to change alignment on the fly. Perhaps this suggests an idea for improvement of the text object or another plugin.

  • Construct 2 is more of a 2d engine.... There are a number of ways to fake 3d, like isometric perspective, but it's not designed to be part of the engine.

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  • Does the bullet behavior include raycasting collisions? If not, there may be "bullet through a sheet of paper" problems where it skips through the thin shield because the shield is thinner than the amount the bullet moves in one frame.

    My solution to that, in a top down adventure game, is to compare the direction of the bullet(or sword swipe) as it hits the player. If the bullet comes in withing 45 degrees of Player.angle+180, the the player gets the shield bonus to armor.

  • I've been using the Canvas plugin. Spawn the blood splatter sprite, and when the animation is done, use the Canvas: Paste Object into Canvas action, then delete the bloodspatter sprite.

  • I'm thinking about using board movement for most of my enemies and NPCs RPG, and it's much better for me to not have to worry about having ten thousand tile entities on a 100x100 map. You have a wonderful codebase, with lots of useful grid related plugins and behaviors. I would much rather have my background as a single massive sprite. Is there a way I can fake having tiles everywhere so NPCs can walk around on the grid?

    I'd also be useful if Gridmovement respected collisions with solid objects outside the grid.

    If you aren't inclined to implement these features, perhaps you could give me some advice or a few pointers on how I might make what I want in a personal fork.

    Edit: I worked out how to ignore the lack of a tile. It was in grid_move, not in board at all.

  • Holy crap I was actually just thinking of implementing something like this when I stumbled here. Thanks Rex!

  • I was going to suggest the Pin behavior, since that seems to keep objects stuck together most of the time, but you are already using it. I'm guessing it has to do with the order in which C2 calculates movements: the drag&drop gets computed after the pin behavior, and then the layout is drawn before the Pin can fix it. I have no idea how to fix it though