izioq's Forum Posts

  • Hi there,

    I'm working on a cap in order to make a simple jelly floor.

    Here is my cap (sorry I can't post links because of limitations so I've removed the https : // ) : drive.google.com/open?id=0B3YMYyFd_M6dY2hIWjE3TUJPQUU

    Here is my problem : in my cap, the sine behavior starts when the player is on the ball but it never stops... until the player get off the ball and then, it stops abrubtly.

    I don't know how to make the sine behavior sligthly slowing down after it starts until it stops completly (and of course, starts again if the player move uppon it)

    Many thanks for your help in advance!

    Cheers,

    // izioq //

  • That's an important precision thank you very much !

  • Thanks: I'll give a go without a hitbox

  • Thanks for your reply!

    " - If you change the animation of your player the hitbox stays the same "

    That's my problem in fact : when my player jump he is smaller than the hitbox and if I make the hitbox stretch I got some issues when it hits the ground (screen shaking)

    However in the game I'm working on, there are no enemies (but the player will still have to pull triger, toggle switch, etc.)... so maybe I don't need an hitbox in fact ?

  • Hi there!

    In almost all tutorials I've seen/read about platformer with Construct Classic it says to use an invisible hitbox and to set position of the picture of your charachter to follow the position of the hitbox.

    And I don't really get why ?

    Why is it not adviced to directly assign the platform behavior to the picture of your charachter ?

    Thanks for clearing this thing up to me

    Cheers!

    // izioq //

    R0J0hound Sorry to tag you but you're kind of a Construct god here

  • Glad to tell you that I've found a way to fix it

    Instead of creating the rain/snow at the top of the screen, I make it appears at offset from the character.

    it goes like this :

    every 30 milliseconds, system create rain at X offset (to player) = random(801)-400 and Y offset (to player)= random(601)-300

  • I'm not saying that it is different, I just wanted to pointed that I'm using CC and not C2, just to avoid any mistake

    Thanks for your explanation about cpu and memory ! ... and in CC if you set "sampling" to "point" in the properties, upscaling them will not make them blurry but pixel perfect... even in C2 I guess.

    Cheers!

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  • Thanks for your reply!

    However :

    1/ I'm using Classic Construct, not C2.

    2/ I know how to upscale it properly in photoshop without blured it. My question is more about knowing if it's better (for performance and userfriendlyness) to upscale in photoshop before importing them in CC or to upscale them directly in CC

    I thank you again for your quick reply

    Cheers!

  • I'm in a Classic Construct mood these days so here is a new question

    My work in progress is all in old school pixels.

    I make my sprites in photoshop at 1:1 then import them in Construct and upscale them by modifying their width and height x 2 with sampling set to "point".

    It works fine but I was wondering what is the best to do : my way or upscaling them in photoshop before importing them in construct.

    With my way of doing it, I think it take less memory than importing all sprites scaled x 2 ... but I'm maybe wrong... and the thing is : it would be much more convenient to upscale all of them in photoshop with a script instead of manualy modifying all the height and width after.

    Thanks in advance!

    // izioq //

    R0J0hound Any thoughts ?

  • Yes. There is an effect when the drop of rain hits the player... but maybe its not necessary to have it on the same layer?

    Jayjay Maybe you'd have an idea ?

  • Hi!

    I've been searching an answer to this Classic Construct question all weekend and couldnt found it...

    Sorry, I can't post an attached cap right now but If necessary I will do so.

    I've managed to create a simple but nice rain/snow effect but I can't find a way to make it "follow" the player above him when he walks in a scrolled level. I've found a way but it's not "perfect" and I don't get why (now I realise that a cap would definitely be better to understand my problem ^^)

    I wrote something like this using the "X,Y visible screen" :

    Every 10 milliseconds, system create "rain particule" at layer 1 :

    X = random(x of the left visible screen, x of the right visible screen)

    Y = top of the visible screen

    But it's not perfect and depending where the player is on the layout, the rain is not everywhere above him and I don't understand why.

    I know the "trick" for HUD with a separate layer with scroll set to 0 but this is not what I want to achieve because it will be weird for rain (it will look like if a cloud is following the head of the player and not that he is walking through the rain).

    In short words : I simply want the rain to be constantly created above the player while he walks/scroll through the level (to avoid creating rain everywhere in the layout off screen and altering the performance with unnecessay particles)

    Thanks for your help

    // izioq //

    P.S: sorry for my English, I'm French.