Leaufai's Forum Posts

  • No problem. Thanks.

  • Hi rexrainbow,

    The download for CSV is directing to a Dropbox error. Could you please reupload it to somewhere accessible?

    Thanks in advance!

  • The overlap example didn't work out for me, because I want the collision to be pixel perfect and I like to work with power of two sized sprites.

    But... your is-by-wall idea did inspire me to adapt your .capx and write some excluding conditions that seem to the trick. I've been trying out every possible collision and each time the correct side is chosen.

    So thanks for the help!

  • Hi,

    I'm making a little platformer using the Platformer behavior for my player character. What I'm noticing is that there's no clear way to discern if something is hitting my player from a certain side.

    I've been using a check of the player.X or Y with that of the colliding object so far. Combined with a check if the player is falling, jumping, etc. (conditions provided by the Platformer behavior) this method gives a good approximation of the direction of collision.

    This solution is not perfect, however. If the player is falling, using this player.Y<object.X as a condition will trigger for a collision on the side as well as the top of the object. Hitting it perfectly on the side while falling, with the player.Y<object.X, doesn't happen very often but it does happen.

    What I'm looking for is another method to detect which side of the player's collision box is touched by static/non-static objects. My player's collision is always a rectangular shape.

    Any help is greatly appreciated.

  • Can't post links (500 reputation is too much), but try searching for Offline games in construct 2

  • Leaufai thanks for your advice, I really agree with, but I have no choice, I do the game my self, no money to hire designer, I bought the graphics online and it doer not include so many enemies, so I have to buy other style graphics, if I can make some money in this game, my next game will be better. thanks again

    Makes sense.

  • Haven't had a chance to play it, but I did take a look at the screenshots. I realy, really like the minimalist art style of the viking, villagers, etc. but the enemies for are a very different art style. That clashes too much, leaving a negative impression. I think the game would come of better to potential players if the art style was applied universally.

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  • Thank you that did it! I had a suspicion that lerp was involved, but I didn't know the method well enough to figure it out on my own. It's still rough atm, but I understand how it works now so I'll no doubt be able to fine tune it to my exact specifications.

  • I'm making a side-scrolling downhill biking game and since the player needs to have good visibility of the track ahead of him. At low speeds the player doesn't need to see as much of the level as when he's going at high/top speed. So I want to have the camera zoom out as the speed increases and zoom in again when the speed decreases. I know how to zoom in and out using layout scale but I can't wrap my head around the solution to make the player speed decide the zoom level in a smooth way.

    If anyone has a solution, I'd love to hear it. Thanks in advance.

  • Thank you both. This will be a good start. I'll let you know if I need any more help.

  • That's a lot of graphical fidelity for a Construct game. Good job!

  • I've been looking at Chipmunk recently and I like what I'm seeing, but I'm having some travel setting up the system that I want. I'm trying to make a realistic mountain bike. Those have suspension that makes navigating little bump and hard drops easier. I've been able to set up the rigid fork on the bottom of the image below, but I want to get it working like the suspended fork at the top.

    I have a sprite that is the frame, one that is the fork and one that is the wheel. With what joints would I connect those to end up with a realistic suspension? Thanks in advance.

  • Just wanted to say I found this plugin very useful. Thank you lunarray.

  • I've only been using C2 for a few months and am massively impressed by what it has to offer. It's a big improvement over Stencyl, which I used previously. There are however a few things which I find are missing in C2:

    1. More collision control

    Stencyl has far more control over the collisions. In C2 it's limited to 'Colliding Yes/No?'. Overlap can be used creatively to solve a lot of this simplicity, but it shouldn't take multiple objects and event code to check for a collision specifically on the left side of an object. So more complexity in terms of actions/conditions for collision would strangely make our lives a lot easier. Another thing that Stencyl does well with collisions is that it groups colliders and allows more of them per object. This can be used to for example have a separate collider for the player's interaction with the terrain and one for interaction with enemies. Often you would want those to be different sizes or even shapes. The terrain collider needs to be wide, to for example allow players to easily land on ledges. The enemy collider however is generally made a bit smaller, to give the player a bit more leeway when close to enemies. This is possible in C2, but requires a lot of events, objects and pinning. It could be so much simpler.

    2. Easier individual object targeting

    If you want ten objects to each target other objects for some sort of action you need to write a targeting event and use number of text variables to set the targets in the level editor. If there was some sort of object variable, the number/text matching for targeting would be unnecessary and would make everything go a lot quicker.

    3. A useful lighting/shadow system

    The current implementation of lighting and shadows are pretty bad/useless. Light and shadows never stops, which is kind of the only thing that matters for most implementations. The shadows look terrible and if they don't they have terrible performance. A decent light/shadow system could make a lot of games work more intuitively and look much better. Just look at Thomas Was Alone or Monaco what difference the light/shadows make there.

  • An example would be great.