LittleStain's Forum Posts

  • you could just use one sprite for the weapons, while creating it, make sure the sprite is the same size as the player sprite and has the same origin point..

    After the weapon-animations are made you can crop the images, the origin point will stay where it is, so your z-order problem wont exist..

    Yep.. the origin point of a sprite can be outside of the image..

  • you shouldn't be using x=290 for that would only be true if the character is exactly at x=290

    Even at x=290.5 or x=291 or 289 nothing will happen..

    the platform is most likely wider than 1 pixel so that wont work..

    maybe using a condition in which you reference this specific platform or is overlapping at offset would work, but that all depends on how you have your layout and events set up..

  • it seems like your test sprite has a square collision polygon and if so the shadows are correct..

  • you can make the drag and drop behaviour drop the object..

    Make invisible squares arond the object and on collision drop..

    Or have it done by an equation, maximum distance from center or have it react to the bounding box..

  • Create a seperate layout without an event sheet and put the sprites on that..

  • I really don't follow what you are saying..

    slot+"array.curX".imagePoint(0) = new blacksprite

    what is this supposed to mean or do?

    Why not just have an empty-slot sprite with animations for the filled slotsprites?

    all you'd have to do is set the animation to array.at(slotxnr,slotynr)

    if array at that place is zero set aninmationframe to zero.. (empty slot)

  • I don't take 100 away..

    I just say that when that velocity is reached no further force is applied..

  • I understand..

    You should create the circle out of smaller parts..

    a 3840 by 3840 pixels sprite is never a good idea, one that needs 180 collisionpoints is even worse..

    create a part copy it, turn it and copy that part and turn it, untill you have a circle..

    This will take much less memory and won't demand near the processingpower you need now..

  • What are the size settings for the array?

    my first guess would be it only has x and y and no z..

  • I just checked and your player has around 70 collision-points and the way to big circle-sprite has around 180..

    It's just a bit too much..

  • I've downloaded, but what the heck, 19MB?

    I'm not sure what it is you are expecting to happen and what it is that is happening, so could youe xplain more clearly?

    What do you mean by hanging and what are the edges you are talking about?

    Also you are using a very big round thing with Way too many colisionpoints,but that is your choice..

    I guess one of the issues is the 1000 collisionchecks per second when reaching the platforms..

  • You could set a limit to physics.velocityX

    like this:

  • I think this is actually a far nicer example, originally made by RoJohound, edited by someone else..

    https://dl.dropbox.com/u/8367729/constr ... fixed.capx

  • Would this work for you?

    Doesn't work while jumping right now, but with som extra conditions this should work for a gradual slowdown, right?

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  • You don't want to rely on behaviours, but you are using the physics engine?

    ok..

    Would it work to set velocity to zero on key released or something like that?