kyuur's Forum Posts

  • 4 posts
  • Hi folks.

    Working on my project, I have noticed a small but noticeable problem. My animation states for movement are based on whether the sprite is currently moving. When the sprite hits another one that is solid while simulating control in that direction, it stops and speed reduces to 0 as expected. But in the frames afterwards, my sprite is gaining speed before being reduced to 0 for good! This causes it to revert to the moving animation very briefly, creating a sort of 'judder'.

    I expected this to be a small increase in speed, but my sprite is actually gaining almost 33% of it's max speed in these few frames (tested using stepping in debug)! I can't put in a rule to stop moving animation for that amount speed. Would I need to do something like collision checking ahead of time via events to prevent this?

    I'm not entirely sure if this is a bug or not. My thought is that maybe the solid is shoving the the sprite out a bit too far and then it has a bit of room to move closer. Some advice if anyone has encountered this would be awesome!

  • Thanks for the response Arima. Probably easier to delay rather than keep track of what I can do on the start of layout anyways!

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  • I understand that Dom.

    My question is related to if there is anything else that is done in the background by Construct (like setting up the obstacle grid for pathfinding using solids) that will not always be completed by the time 'On Start of Layout' is called. For example, if you check if any cell is marked as an obstacle during this time, it will always return true. I'm not sure if this is a bug or if it is just due to the nature of the engine.

  • Hi folks,

    I just started setting up some debugging for my pathfinding using the same methods found in the default pathfinding project (using a nested for loop with the obstacle check condition). When I used this method in conjunction with the 'On start of layout' condition, it was giving me an odd result of the grid being an obstacle. Of course, it took me a while to figure out that this was due to the fact that I was triggering on start of layout. Moving this to any time after seemed to work wonders.

    So that brings me to my current question. What exactly is ready of the start of layout? My understanding was that all objects would be ready, so you could do things for setup under this condition. Is the pathfinding grid just an odd one out? Is there a list somewhere?

    Any info would be appreciated. Thanks!

  • 4 posts