deadeye's Forum Posts

  • Moved thread to Help/Tech

  • Those goddamn pigs. And don't tell me Mark Overmars didn't know about Construct when he picked that... he's friggin in charge of Game Maker, it's his job to know about the competition.

  • Sounds good to me. Fewer forums to click "Mark as read" on

  • I've set up a sprite with a few animations and put Platform behavior on it already. The animation tags are set, and it's ready to go. All it needs is the collision mask so the sprite doesn't freak out:

    http://www.box.net/shared/ol5ujkjmyp

    Here's what I'm doing, step by step:

    1. I select the Mega Man sprite.

    2. I click the "Angle 0 (Right)" angle in the "blueStand" animation in the Animator tab.

    3. I right-click the frame in the lower portion of the Animator, and select "Launch explorer."

    4. I use Photoshop to open the mask png that appears in the folder. I draw a box, I save the file.

    5. I click OK on the dialogue to import the images to Construct.

    6. I click YES to import the mask.

    7. I right-click the frame in the lower portion of the Animator and select "Copy collision mask to each frame."

    When I run the game, it's like nothing has changed at all. When I check the masks for the sprite frames, there's nothing there, even for the first standing frame I changed. It's like I'm not accomplishing anything at all.

    So am I doing it wrong, or is it broke? And if someone can show me how to fix it, I'd be much obliged

    please for the love of god

  • Just keep in mind those tutorials are old, I haven't updated them in a while. You may run into several opportunities where you can streamline things with newer Construct features, and a lot of the information could be just plain wrong now. But it will at least give you an idea of where to start.

  • It is actually a is not a pain.

    It will save more time them doing dummy objects.

    Okay then... I must once again be misunderstanding. What it sounds like you're saying is that:

    1: I must "Copy the collision mask" for each animation of the sprite, rather than just once for the entire sprite and

    2: It won't work properly unless all of the hotspots are centered and all of the frames are the same width

    ... but yet you say it would be easier and save more time. When I make a dummy object, I just draw a box and make one event that says "Always -> Set sprite position and angle to box" and it's done. I don't see how repeatedly setting the mask for each animation will save more time, and if it won't work with varying width of frames anyway then what's the point?

    Ugh. I am as confused as ever. Does it work, or not? Can someone make an example .cap?

  • Grumph. Sounds like a pain in the ***** I'll just stick with using dummy objects for player sprite collision...

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  • Hrm... anyone have a more authoritative answer on the subject?

  • You can't trust anything Davioware says

    (Yes, Bit Fortress was made with Construct)

  • Uncheck the "No rotation" option in the Physics Properties.

  • Ah, much more enjoyable! I actually played all the way to level 2 this time

    But I died

    You should update the TIGSource thread with the new version (or have that fuxter guy do it): http://forums.tigsource.com/index.php?topic=9376.0

  • Very slick looking game and nice character design, but man... that music that plays during the main game makes me want to tear my ears off! The music got old reeeaallly quick, you should seriously consider changing it.

    Quite a nice job overall, though

  • ...

    I started typing up another post to offer some further advice but it seems to me that nothing anyone says will appease you. I hope you figure something out, good luck with your game.

  • Could someone explain to me how the collision masks work? Can they be used for animated player sprites? I've watched David's YouTube video showing them being used for a platform, but I'm not sure how to implement them for an animated sprite.

    Also, it seems that whenever I update the collision mask it reverts to the bounding box size after importing it. I don't know what I'm doing wrong

    Also, is the "Copy collision mask to each frame" feature supposed to copy the collision mask to all the frames for all the animations in the sprite, or just the currently selected animation? The dialogue says "in the animation package," but I'm not entirely sure what that means.

    And if anyone has a sample .cap with the collision mask feature being used on a player sprite I'd be much obliged