eli0s's Forum Posts

  • dankhan , yes, I use the latest beta. Glad you sorted it out anyway!

  • There's just the plugin's forum topic currently.

    Dear R0J0hound , your canvas plugin is both one of the most promising and yet occluded extensions in Construct 2. The possibilities that it opens, game-play and aesthetically speaking, are tremendous, although hidden behind its complexity that lay in understanding what it's actually capable of doing and how to do it.

    I really wish there was a way to officially implementing the canvas plugin within construct, with detailed manual entry, tutorials and examples

    Have you thought the possibility for the above? Does Ashley have in mind the official implementation of the canvas plugin?

  • As Sargas said, you can use an other object (with small size and low point count) to build an interior and exterior frame that detects collisions. Use the Pin behavior to make the instances of this collision object follow and rotate with your Sprite.

    A high detail collision polygon however won't be inefficient if there is only one object. Even if there are many, if not on screen at the same time, you can disable them and only activate the rotation, collisions and physics when they are on screen, thus gaining performance.

    Here is an example using both methods at the same time. I don't know which is more efficient, you can play around and figure it out

    http://www.eli0s.com/Tests/Rotator.capx

  • By procedurally generated levels I meant those two: the auto-runner and the infinite jumping templates. As I see know, there is also a Flapping bird template.

  • I am sorry, I can't help you with that, it's too complicated for my sills. I suspect it involves trigonometry (for the drifting problem that you mention on your other post https://www.scirra.com/forum/viewtopic.php?f=147&t=101408&p=765172&hilit=Infinite+Diagonal+Scrolling+For+endless+runner+#p765172 ), some kind of picking with UID and index loops. Perhaps some, all, or none of the above.

    I know that there are people here at the forums that see these stuff as mundane and trivial. You know, the smart kind of people

    Perhaps some guy or girl will be able to provide you with some useful input.

    Meanwhile, there are two example templates for procedurally generated levels that come with construct, an infinite vertical jumper and an auto-runner. Choose File/New and search for them, I am sure you'll find useful stuff inside them!

  • You can set the origin where ever you want. Double click each sprite to enter the image editor and choose the tool that looks like a little cross-target. This is the "Set Origin and Image Point tool".

    Click anywhere to set a new origin point position, or use the X,Y numeric values on the top.

    Alternatively, the numpad keys provide quick "hard" left, right, top, bottom, "dead" center and the at the four corners shortcuts.

  • You're welcome!

  • Use the Set Collisions Enable (under the misc category), instead of the Solid: Set Enable actions.

  • Does this comes close to what you want..?

    http://www.eli0s.com/Tests/DoubleDragon.capx

    Use the arrow keys to move the green sprite (Player) and the red sprite (Enemy) will follow accordingly.

    Fiddle with the Every x seconds and with the EnemySpeed variable to get different results.

  • +1

    I would also like to add:

    -Set origin and image points with numpad behavior: When an animation has multiple frames, the quick assign with the numpad keys is dysfunctional. Instead of assigning the corresponding position for the image point, most of the times it changes the selected frame or, if that frame number doesn't exist, it prompts a notification sound. The only coherent and reliable way to use the numpad for assigning image points (after you select the Set Origin and Image Point tool), is to first select the desired frame with the mouse, then click within the image editor to place a random point and, finally, hit the numpad keys for quick assign. Repeat for each and every frame.

    As it is mentioned, advancing frames should be done with other keys like ctrl + arrow keys and the numpad keys should be left to do the placing of the origin point at any time, even if an other tool (e.g. brush) is selected.

    -Add an indicator in the color palette. Just like the horizontal level bar has an up looking arrow (which is very helpful), add something (like a cross) withing the color palette in order to visually know which hue/saturation is currently selected.

    -Add option for lock proportions when rescaling images. If you have an irregular in dimensions image like 460x 234 and you want to half size or 3/4 size it, you need a calculator. Ideally, the Resize Image Canvas tool could have the functionality to do math in conjunction with the locked proportions. So, in the dimensions mentioned above, one could put 460/2 or 460*0.75 on the Width field and get the desired result on both dimensions.

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  • Yes, I understand.

    For the time being, If both objects are of the same object type (sprite), perhaps importing the images and/or the animations of the new object to the old one could prove to be a more efficient workflow time-wise. Especially if both objects have common instance variables and behaviors.

  • I am just trying out Spriter so I am no expert.

    That being said, I believe you have to save the spriter file on both formats (scml, scon), making sure first that you include the additional data for authoring tools (see photo)

    .

    After that, drag and drop the scml file inside your Construct 2 project and everything should be fine.

    Also, check if you have the latest version of the Spriter Plugin https://dl.dropboxusercontent.com/u/257875422/temp/scml.rar and that it's correctly put inside your plugins folder.

  • System has a 'Set object time scale' and 'Restore object time scale'.

    Duh! This part of the monitor was in by blind spot I guess

    Thanks blackhornet ! Very useful in combination with the Family's suggestion that TheDom makes!

  • To be honest, Construct's blending modes are very counter-intuitive and unreliable. As I read this topic, I am trying to replicate the "source in" blend mode like in the official example and all I get is a black color on the transparent areas of the sprite that has the source-in mode and no blending at all with the sprite bellow.

    A dedicated masking system per layer (like in After Effects) and blending modes that are standard in drawing-photo editing applications will be a great benefit. They will allow complex and dynamic effects like splatters, decals, fog and all sort off things.