jwilkins's Forum Posts

  • You can create an object for the camera, and use the pin behavior to attach it at whatever distance you want from the player.

  • So... this issue has become weirder.

    I've spent the day trying to troubleshoot this issue with no luck. The "Damager" object still does not destroy with it's pinned "CreatureCollision" object.

    Now, because "Damager" is a multi-purpose object that can be used for a variety of attacks (projectiles, melee, area of effect, etc) it has a number of behaviors that I simply disable/enable to fit my needs.

    For giggles I removed the "Orbit" behavior from "Damager". I wasn't using it yet for any attacks, and I figured MAYBE it was interfering with the Pin behavior because they share Pin features. I dunno, I'm grasping at straws here.

    Anyways, this resulted in something I've never seen, the next time the "Damager" object glitched, it remained visible as usual... but disappeared from the debugger and no longer interacts (I.E. damages the player:

    As you can see, there are NO instances of "ParentDamager" or its "DamagerFamily". But its right there, and there are no objects that share this sprite. It's not a side of a 3D object either, it is JUST a sprite.

    Does anyone have ANY suggestions on what I should be looking at to fix this? Is this just a straight up bug?

    EDIT: One last update on this for anyone that ever runs into this as well. I was not able to replicate this in another .capx, so I don't know what bizarre collection of settings/behaviors/actions lead to this, but I can tell you how I "fixed" it.

    I think that the issue may have been a scale tween that was set to "Destroy on Complete". Something must have been interfering with it and preventing it from completing (Possibly the "destroy with pinned object?"), but that doesn't explain the above debugger weirdness.

    Ultimately I just circumvented this by unchecking the "Destroy on Complete" box in the scale tween, and slapping a timer that is the same duration as the tween, but destroys via an action.

    TL;DR, I don't know what caused this but I can tell you how to work around it, if anyone has any more insight or suggestions I'd love to hear them.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • A straightforward way to achieve this is to create multiple 9-Patches with different images (your animation frames), place them in a container with one another, set them to the same size/patch settings, and have one of them use the Timer behavior to selectively turn their visibility on and off.

    There may also be some plugins people have made to achieve similar results, but the above will brute-force the result you are looking for.

  • The scenario occurring here is that I have a "CreatureCollision" object that occasionally spawns a "Damager" object, in this case a sprite that shows a "bite" animation.

    This issue has me convinced I am losing my mind. I have verified and re-verified the following:

    1. "Destroy with Pinned Object" is turned on for "Damager" object.
    2. Neither the pinned "Damager" object or the family it is in has any event that turns off "Destroy with Pinned Object". I don't use that action anywhere in the entire project
    3. Once pinned, "Damager" is never unpinned. I don't even use the "unpin" action in this project anywhere.
    4. The "Damager" object is pinned to the correct "CreatureCollision" object, and the "CreatureCollision" object it is pinned to is being destroyed.

    Despite this, if I destroy the "CreatureCollision" object while this "Damager" object exists and is pinned to it, the "Damager" does not get destroyed with it:

    The floating teeth are abandoned "Damagers" that had their "CreatureCollision" objects destroyed.

    I have several destroy conditions for "Damagers", these include destroying the object after a certain duration, destroying the object after a certain distance has been travelled, and destroying the object after certain tweens have played.

    For these particular "Damagers", they should be destroyed after a "shrink" tween plays (which they do fine if their "CreatureCollision" object is not destroyed) and the aforementioned "Destroy with Pinned Object".

    I'm kind of at my wit's end here. Any suggestions on what I should be looking for that could possibly interfere with something as straightforward as "Destroy with Pinned Object"?

  • looks a bit like z fighting, maybe set the shadow layer z elevation to 0.01 or so

    That did help! I didn't realize you could change the Z elevation of layers, thanks for that. The effect is mostly gone at 0.01, but I still get literal edge cases on the shadow edges when it's being cast from an object that is already behind shadow:

    I don't think it's z-fighting this time, I pushed the Z elevation to 3 units and still got the same effect.

    EDIT: Figured it out, my shadow light was on a separate layer from the shadow casters, once I matched the Z elevations of both layers it started working again.

  • I'm making a 3D top-down shooter, and I've run into a weird visual glitch that comes and goes with my shadow caster objects:

    In-game it is much more annoying, as it constantly flickers and creates loads of visual noise.

    I have my Shadow Light on its own layer. The effect only occurs sometimes, when the camera is at the "right" position and the "right" angle, but there's no pattern I can see causing it.

    This did happen a while back, and then it went away, but something I've changed must have messed it up. Any suggestions on what I should be looking for?

  • Anyway around this that doesn't involve creating another object to pin the orbiter to? I've tried setting up the target x/y before pinning, but it just defaults to the origin of the pinned-to object no matter what I do.

  • You do not have permission to view this post

  • As an example of what I am talking about, No Man's Sky will give players quests where the objective involves navigating to a specific location within the currently generated solar system.

    Obviously the game is not storing the tens (or hundreds) of thousands of structures strewn across a solar system in data, it's locating them and then setting a waypoint, but how?

    In my own project I have a 2D overworld. I also have quests, that I would like to point players to specific structure types (house, hotel, store, ruin, etc) when the quest is generated.

    Currently I do this by running the terrain generator for X by Y tiles and have it check to see if one of those tiles is the requested structure. This mostly works... for now. The more unique structures I add the less likely this returns the location of a requested structure type.

    One way to combat this would be to have a failed check try again by moving X tiles away from the last check in one direction, repeating until it finds what its looking for. This would work, but it could lead to very long loops unless I cap it, and then you just end up with failed checks again.

    Any suggestions from anyone with experience in this?

    Tagged:

  • DiegoM hrm, that's disappointing. I guess my confusion here mostly comes from the fact that these tools exist in the tilemap plugin, just not in the brush editor, it seems like it would just be a part of both.

    It's a bit counterintuitive that a tool meant to speed up tilemapping would be missing features that can be reproduced manually. Would really like to see this feature added in the future since the tile brush has a lot of wonderful functionality otherwise.

  • I feel like I must be missing something obvious. I recently discovered that you can tell construct to place tiles using the tilemap paintbrush during runtime. Great! I could replace my tedious code that handles this for me when building procedural dungeons.

    Or it would be great if I could just mirror/rotate the tiles in the brush editor, but I can't find that. Is it just not possible, or am I missing something? Is the intended solution to have duplicate tiles that are mirrored/rotated in-image for this situation?

    EDIT: Accidentally posted this in the C2 forum,reposted here after deleting original topic.

  • You do not have permission to view this post

  • That is very handy to know going forward, thanks for the insight!

  • Also, just saw your previous posts dop2000, there are no waits in any of the functions being used here. There are no waits in any functions in this project for that matter, unless I very specifically needed them and used them knowing picking was unnecessary from that point onward.

  • It was, most PlayerFamily objects are not swimming, and I actually never tested the issue with one that was swimming.

    IsSwim is just a boolean that gets set the moment a player enters water, and then it gets updated to false when the player leaves the water.