Clowerweb's Forum Posts

  • 11 posts
  • Bump. Anyone?

  • The only mistake is assuming that a 32 by 32 character can move in a 32 by 32 gap. If you think about it, the edges are exactly aligned, therefore causing a collision event.

    If you make the gap 1 pixel either side wider, or make the player 30 by 30, then it will work as intended.

    It doesn't work as intended, because then there's 1px of wiggle room on each side of the player. Tile-based games work on the principle of the tiles and sprites being the same size, thus the player being 1 tile wide and 1 tile tall, and moving in spaces that are 1 tile wide/tall. The grid is intended to be perfectly tight, I just don't want the collision objects pushing the player away from them. In Phaser, a collision is only detected when the player is actively trying to move into the collision object. You can stand against it all you want and it doesn't push you out. This is the behavior I need to get in Construct if possible by removing the "push out" behavior of collisions or something similar.

  • This is probably something you'd want to ask exeSecure, but I suspect it's because exeSecure encrypts executable files in a way that breaks Node-Webkit features, or makes some of the scripts that are in the executable unreadable by the JavaScript interpreter in Webkit due to encryption.

  • I am working on a game that uses a tilemap of 32x32 tiles. It uses a Pacman-esque "maze", and the player is also 32x32. Player collisions with the map are not working at all unless I give the tilemap object the Solid behavior. However, this doesn't work as intended - it pushes the player all the way up to the top right tile, and won't allow movement (I suspect because the player is touching collision tiles in the map being that he's 32x32 and only has pathways of 32x32 tiles that are not collision tiles, so if the player is in a vertical tunnel, he's touching walls on either side).

    Is there a way to make a tilemap collidable where it's a perfectly tight fit for the player, without having it push the player around?

    Here's a demo I made using Phaser.js which demonstrates how the movement and collisions SHOULD work: http://games.clowerweb.com/games/thundercastle2/

    And attached is a .capx demonstrating what happens when I try to do the same in Construct.

    (In case you're wondering why I'm doing it in Construct after having already made so much progress using Phaser.js, it's because I'm trying out various engines/frameworks and methods of game creation to see which works the best for me.)

    As a side note, you may also notice that the Pin behavior that's on the PlayerArmor sprite isn't working with 8-direction controls (though, funnily enough, it works perfectly when I use Keyboard Keydown events). If you also know why that is, it would be greatly appreciated if you could answer that one too.

  • Give it a try and let me know how it works out. I'm not 100% on it, but it makes sense that that's what's going on based on my experience with general programming (it's doing what an OR block should do - if one of the conditions is met, it should ignore every condition after it and execute the block).

    Tip: Make a function for all the stuff that the current block you have is executing. Then you can just call the function instead of having all that code repeated for each player.

  • You can make a sprite called "Spawner" or something, just make it a square and put outside the edge of the screen. Click on the Origin button in the sprite editor, and click the + button in the origin window to add an image origin. Call the origin point something like "spawn". Close that and add an event (System -> Every X ticks, maybe?) -> Spawner -> Spawn object at origin point "spawn".

  • Seems like if could be the OR block. For example, if Player 1 is firing, the first condition in the OR block is met, so it won't continue going through the OR block to see if the other players are firing. That's why Player 1 can probably fire if 2-4 already are, and all players can fire is Player 4 is (assuming they start in reverse order: 4, then 3, then 2, then 1).

    Make each one a separate condition and see if that works.

  • It works - Awesome, thank you!

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  • Hello, I'd like for the player to continue jumping after they've landed from the previous jump if the jump button is down. I've tried Platform On landed -> (jump button) is down -> Simulate Platform pressing jump, and it's not working.

    Any ideas? <img src="smileys/smiley5.gif" border="0" align="middle" />

  • Hello all, I'm Chris! I'm 30 years old, married, 2 kids, and have been doing web development since 1994 (professionally since 2001). I'm also really big into gaming, just about every genre. My favorites are RPG/MMORPG, FPS, Sandbox, RTS/TBS, simulation, platformers, fighting games, puzzles, and everything else from casual to hardcore. I think that about covers the entire scope of gaming lol.

    I'm also attending Full Sail U for Web Design & Development, just for the sole purpose of getting that piece of paper under my belt that says I can do my job lol. Who knows, might learn a thing or two along the way as well.

    LOVING Construct 2, and I'm looking forward to seeing what I can do with it!

    To everyone out there already using Construct, good luck, have fun, and can't wait to play your games! :D

  • So hard to choose! I chose multiplayer, but had to flip a coin between that and debugger. I'd like to see all this stuff added haha! <img src="smileys/smiley4.gif" border="0" align="middle" />

  • 11 posts