currypuff's Forum Posts

  • Bullet on collision with tilemap -> erase tile at (tilemap.positiontotile(bullet.x)),(tilemap.positiontotile(bullet.y))

    That should destroy the tile where the bullet hits, although it may need some tweaking to work with your project. Maybe someone else can help with the two hits thing.

  • I tried with pixel rounding it on and off but to no success.

  • In the construct 2 editor all the sprites looks sharp and clean but then when I exported the project in nw.js some random (seemingly no pattern with all sprites affected) sprites are blurry. I tried exporting the project with png compression none, standard and brute but all still have blurry sprites.

    The exported settings were high dpi = on, sampling = linear and downscaling = medium.

    The blurry sprites almost look as if they were rendered with point sampling. In the game you can zoom from 2x to 0.5x scale, when at 2x zoom the previously blurry sprites look normal and as if rendered in linear sampling but further out it returns to being blurry.

    Does anybody know what's happening and how to solve it?

  • Edit your first post and from there you can change the title, or add solved.

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  • Some things you can do to check are:

    -Check if it has visibility set to visible.

    -Go into debug mode and check if it is being spawned, it may also spawn off-screen.

    -Search for the bullet in event sheet and make sure it's not destroyed, moved, etc.

    Hope these ideas help, your best hope is to search through your event sheet and just check that nothing is being done to the bullet that you don't want to happen to it.

  • Thanks chadorireborn for the suggestion but it didn't give the result I wanted, however line of sight did. Thanks a lot newt, I'm surprised I didn't think of it earlier.

  • I tried that but what happens is when the first mine is activated the other mines only activate when they are within the radius of the enemy that set off the first mine. I.e. it only picks the nearest enemy to the first mine, does anyone know how to work around this?

  • In my game I have proximity mines that work 'should' work by:

    Distance(mine and enemy) less than or equal to 150 pixels.

    Mine pick nearest enemy.

    Mine is not playing animation "active".

    Then:

    Mine set animation active (from beginning).

    However this doesn't work when multiple mines are on-screen.

    The gun fires a volley of four mines, each with bullet behaviors. Currently the mines have an overlapping sprite pin to them with a larger collision polygon, when they hit the enemy it activates the mine. However because of reasons this method doesnt work well and is limited to one volley at a time. If anyone knows another way that is simple and works independent of the number of mines please let me know.

  • You could try playing around with the 'set time scale' event in 'system', set it to something like 25% speed and then wait for 1 second (which will be 4 seconds in real time) and then set it back to 100% speed.

  • I have a tilemap of ground/dirt where there is 6 shapes of ground where each has 4 graphical variations. What I want to know is, is there a way to choose tiles according to their number or variation so I could therefore choose 1 of the 4 variations. I know this can be done be preselecting the variation while in construct 2 but I would like it to be chosen randomly by events. Thanks for any help in advance.

  • In my game I have a crossbow type weapon that fires bolts at high speeds that are pinned onto enemies when they collide. They travel at about 3000 pixels/second, any slower and it doesn't look that good. I've tried making the collision polygons larger than the actual bolt. This however still doesn't work great as either the bolt collides and is pinned before or after it looks like it actually hits the enemy. Or if the frame rate is low the bolt will move jerkily through the air and even pass through the enemy all together. Is there a way to do like a delta time independence but with movement? Or is there any other solution to this problem?

  • For the lasers in my game I measure the distance between the start of the laser and the first solid object it collides with. I.e set laser width to distance(weapon.imagepointX(1),weapon.imagepointY(1),solid.imagepointX(0),solid.imagepointY(0)) where weapon imagepoint 1 is the point where the laser is fired and solid imagepoint 0 is usually the centre of the object. This sets the width to a bit further into the solid object rather than just on the border. Is there a way to measure the distance from the point where two collision polygons intersect? Or does anyone have an alternative to find the distance?

  • Thanks, but can you recommend the settings if I use linear for a pixel graphics game? What scale should I use for sprites as well, the pause button is 1:1 scale and the weapon button is 8:1 scale, as you can see above they look obviously different. Will 8 or 10 times scales up images slow down the game? Also any tips for using linear sampling? Also this game is being made for computers not phones.

  • Set player angle to platform.angle if player is overlapping platform. An event like this would do the trick without any new behaviors. If you want to get fancy you could try something that rotates the player over time as they approach the platform. Hope that helps.

  • Linear sampling

    Point sampling

    Pixel rounding: on

    Window size 1600,900

    Fullscreen scaling: high

    High DPI: yes

    Enable webGL: on

    Downscaling: low

    I began making this game with point sampling, i have noticed the irregular pixel size and i would like to fix it. I have tried multiple setting and have just settled for the above. Is there a way to draw images between pixels in point sampling or is there a way to remove the blurriness from linear sampling? Also i tried linear sampling with scaled up images, for example the weapon buttons are 128x128 images where the pause button is 16x16, as you can see the scaled up image of the same size is cleaner, if i use larger images will it slow processing down while it takes time to load? Thanks for any help.