electrii's Forum Posts

  • A small suggestion.. could the ball behavior be tweaked a little? it would be pretty sweet if we could adjust the ball's gravity, because it's pretty floaty as it is.

    If we could control it a little more, it would be great for particle effects!

  • Two suggestions that I think could improve workflow.

    One is to be able to create object folders (background assests, enemies, etc) to minimize the clutter when looking for that one specific object.

    The second is to be able to load object lists from other layouts. cutting/pasting each object manually is kind of a pain..

  • This is a weird one.

    I load all my graphics as anti-aliased PNG files, and when I click to change the position of hotspots, with each click it degrades the image (mostly the edges) more and more! at first I didn't realize why my sprites were getting jaggy, but I think I found the culprit.

    Note that this only happen if you switch frames using the timeline on the bottom of the picture editor.

    Did anyone else notice this?

  • Awesome, I figured it out. I think it solved my freezing solution, since a solid box collosion is much more stable than an animated sprite with pointy edges

  • I'm guessing "body" is the active object and "sprite" is the skin?

    maybe I should take a look at your cap when i'm home. containers look useful.

  • I couldn't really figure out containers. I assigned them and got the yellow box and everything, but it doesn't seem to register. I don't think it assigned them correctly, since I didn't really understand what you meant by:

    + objectBody condition
    [ul]
    	[li]objectSprite: Set position to objectBody[/li]
    [/ul][/code:3o0z24j7]
    
    Did you mean "always - set position"? because if I do that the containers seem to rapidly switch between sprites.
    
    As for your question, construct does seem to detect when a platform object is on collosion with the ground, but only when it changes direction.
    
    Edit: I found a way to work around it - when a platform object is "on the ground", it's Y velocity is set at 100. no need for detectors now, I think!
  • Thanks, it seems like playing with the heirarchy did the trick.

    Can you think of any alternative way to detect when a platform object hits a solid? putting a detector on the bottom for each enemy seems redundant, and making an event that says "when <enemey> hits solid - set animation" doesn't work for some reason, until the sprite changes angle, then it's triggered. it's probably a bug.

  • Thanks, but that wouldn't work out since the enemies use platform movement as well.

    I'm also having weird problems with collosions now. I want to change an animation when the enemy hits a solid, and it doesn't detect it.

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  • deadeye to the rescue!

    the first tip was a success, but the second one wasn't quite what I was asking.

    Let's say I set the enemy to walk left when the player is to the left of him (detected by comparing X positions) and vice versa.

    If I set one enemy on each side of the player, both of them will walk in one direction, instead of each one heading towards the player.

    Maybe I overcomplicated things, since the game seems to hang every once in a while. maybe I'll restart the AI again.. platform AI is a pain in the ass!

  • Hey again,

    Let's say I have a group of cloned enemies, and I want to perform an action on a random one every X seconds. how would I go about that?

    Also, a question about "swarm" behaviour - if I have a basic AI routine for an enemy, and I place a bunch of them around the player (in a platform game), they all act at the same time instead of individually. I thought placing "for each object" in the events would the trick, but it didn't seem to help. any ideas?

    Thanks

  • thanks.

    if anything, what I did so far made me much more familiar with construct, so i'd probably be able to make everything better if I start from scratch.

  • The new version is hot! I love the new platform movement.

    Now I have to rewrite my game though

  • Rich, you're awesome. I removed all the families from my file and it's back to 300k!!

  • Sweet. i'm guessing it won't be able to un-bloat files though, eh?

    I guess i'll wait for the update before I go on.

    By the way, the exe created from a bloated file is normal-sized, but it's still an annoying bug.

  • Thanks! that doesn't work 100% on my end (due to it conflicting with other events), but it does give me an idea how to work it out.