hrisnz's Forum Posts

  • abj84 Sorry mate, which one would be more appropriate? I mean its not a bug, so I thought this was fitting. Will gladly move it to another topic (can i move things? Or must it be moved by moderators)

    99Instances2Go

    Dear friend! oh man where do I start. I've never expected such a precise, helpful, friendly and well written answer with so many perfect examples. I've seen many friendly replies in this forum but you are the cherry on top!

    I hope I will be able to execute your advice - but think: if Im not, I am probably just stupid

    Thanks again! Have a great day. Thank you

    Just wanna show you that I have more Construct skills then compiling unstructured commands in a colourful capx

    Best,

    Chris

  • EDIT: There is something wrong with the Z key / slowing down time feature. I haven't checked on this yet

  • Hello C'ers,

    (Im so far enjoying C3 a lot!!! Working on R34 at the moment)

    Im looking for feedback on a bug I just can't get rid of. Driving me nuts <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Im trying to make Sprites with a bullet behaviour

    "collectable" --> on input + overlapping players grab zone = set position of the collectable to "Lerp(Self,Player,X)" and so on.

    Everything starts to work just fine but sometimes the collectables just bounce of the grab zone. I guess it has something to to with the rotated layer underneath (?) (collectables and the whole level is rotating, player is on a different layer and not affected by the rotation).

    The pathfinder also didn't do the job <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    ___

    If anybody wants to have a look, those are the steps to recreate the problem:

    • press R or T to rotate the level
    • wait for yellow circles
    • keep U pressed (to collect collectables within reach)
    • now many of them bounce of strangely

    Sorry for the messy structure of the file (its the MVP/prototype/"trying out things file"). But its not big yet.

    Any help is greatly appreciated!

    Whoever just wants to have a quick glimpse at it before downloading the construct3 file:

    http://hinz-art.com/testserver/Cassini_2/index.html

    Best,

    Chris

  • Same same. Everything else is amazing by the way loving C3

  • Hello,

    When I copy the testing domain into an incognito tab or into another browser i just get a black window + "Loading..." in the tabs title.

    I'm previewing the multiplayer chat example in Construct 3.

    Anybody having the same issues?

  • Thats true! Thanks you I will do my best!

    Do you want me to tell you when its done and out?

  • I must admit that I only understood have of that but I may need to correct myself: I think I don't use phzsics - only the platforming behavior (so gravity)

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  • Thank you so much 😙

    Oh, I can't open it cause its from a newer version and I wont update C2 before the deadline last time i did it killed the ogg converter within C2. Have to convert oggs with audacity since then.

    But i guess im good with the dummy box solution. it really runs smoothly. I still would like to check out your suggestions on the buggy parts of my code.

  • i still dont understand why different collision boxes and null points but same distance between the two still cause gliitches.

    thank you so much for your help! I took both your advice and did a lot of experimenting and debugging and solved the problem and ended up with a perfectly smooth and enjoyable to play movement system ?? with no glitches!!

    I created a new sprite, collision to binding box. Sized it to a general size, working for all the characters animation. Then I gave it all the platform behaviors of the character and deleted it's platform behavior. Set every tick position of the character sprite to the boxes.x boxes.y and made it invisible. I just had to change the events that were triggered by the platform physics behavior of the character to the new one of the box. Made it invisible a viola! A perfectly simple working box "styled" by a sprite sheet with complex animations.

    My game will launch on the 15th July

    Is it allowed to post a link to my website here so you or whoever wants to can check it out? Thanks for both of your help guys!!

    Chris

  • Hi 99Instances2Go!

    Thanks for your in-depth tipp.

    I tried to adapt it but couldn't get it going <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    Im definitely not asking anybody to fix it for me! but here is the .capx like genkigenga recommended, in case you wanna check it out and maybe see something or pinpoint any dumb mistakes.

    https://www.dropbox.com/s/f3m8elhm5g834 ... .capx?dl=0

    Press "P" to see controls when testing. run towards one of the "screens" on the left and right (keep running against the wall, theres one glitch showing). When you stand in front of the middle or top "screen" and simply jump and land again it'll glitch. Another one is that you can't jump while standing in front of "left and right screen". Sometimes jumping doesn't work at all.

    My problem is that the game is almost done and the deadline is coming closer and now I try to fix those bugs that are found. Im not sure if I done the whole PlayerMovement wrong -.- and if there are any fixes I can do. Even if I recreate the whole Players, Im not sure what exactly to do better <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    EDIT!!! I might be on something! I will test and define and as soon as I can call it a solution I will tell you for future solution finders <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

  • Ok - for know I tried to sort out any issue about my null-objects, sprite cropping and collision polygons. There for I did the following:

    When I make all frames dimension the same (sprite editor - resize - 350 x 350 center mid), set every animation and all their frames collision box to bounding box and give all animations/their frames the same null object position, everything works superb perfect!

    But as soon as I start the last tweaking, customising the collision boxes, my animations go craaaaazy

    EDIT:

    I think I understand the problem. If the collision boxes height of the "idle" animation is less then the "fall" one PLUS both having the same null point position, it causes the glitch (fall hits ground - changes to idle - but idle is "shorter" and falls, creating a loop and glitching between the two)

    But I thought if I rise the null position the same amount i raised the bounding box, it should fix it but its not. Am I thinking wrong there somewhere?

  • Thank you Genki and 99! I will try it now and tell you if I managed it Thanks for your support!

  • Hello C2 community

    I tried hard and seem to fail:

    I just can't make my characters animation phases/physics work reliable and really need some help. So please let me explain:

    Character with animations like:

    Idle

    Run

    Jump

    Jumppunch

    Attack

    Fall

    Hit

    and some more.

    They all have own animations with different "size" (Punching is wider then idle for example). I got actions like: play idle if not moving and on ground etc. I know some helpful people might wanna see the capx file? and i will upload it if needed but I think i just wrong-thought some points. I checked for all null points to be at the same point per animation. Also checked if all polygons are on the same height as well. My characters do all sort of things. Like "Falling" while on ground or glitching between animations in general.

    Does somebody may have one or two wise words for setting proper null-objects / collision boxes in general? Or how they are supposed to be set and what you have to keep in mind while doing so?

    Is it necessary to have aaaaall animation frames the same size (cropped)? same collision box. same null position?

    I really need some help on this topic please. Couldn't find a tutorial or forum topic on how to do this properly.

    Hope I could point out my problem well enough and thank you for any help

    Chris

  • Hi ))))) thank you so much!!!

  • Hi hello, whats up with the node-webkit mac export issue? I also read the tutorial "Exporting desktop apps with NW.js" but couldn't solve the permission problem -.-

    Im using C2 on my macbook via virtual box. How can I copy files from Windows to the Mac Version like supposed in that tutorial? Or is there any new tip, method, way of getting my game offline to mac

    thankful for any help!

    Chris