Odin's Forum Posts

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  • So I made it work with Installforge finally. I could probably make a tutorial about it for others who wants to know how to do it.

    can you help me please give me a little instructions?

  • Hello everybody. I'm trying to do a pathfinding in a cenital game with collision between enemies of same type. Something like this:

    https://youtu.be/er5wq98pPXg?t=5m4s

    In all tutorial I've seen a simple solution for this feature, take the behaivor "pathfinding", change the default collision to "custom", create a event on start off layout / add pathfinding obstacle with itself. The problem is if I do that, the pathfinding system can't detect de collisions between same object (enemy), example:

    https://www.dropbox.com/s/yc3yvrw9as80dkp/example-collision.capx?dl=0

    I'm sure the solution is simple but I can't find a actualized tutorial where this is solved.

  • Problem Description

    This project present different strange problems I can not fix or even identify:

    -No able to open in Chrome or Firefox, just explorer or NW.js (Just with this capx, I tried others and works perfectly )

    -Can not use (number*loopindex) in loops. Events never happen. (in others capx works perfectly ))

    -First instance of a object (enemy) in the layer “stage1” gets weird value (posX), like type1_front1 gets weird values at “spawnLeft” from his family. This not happen in the next instances. (Event sheets "weapons and enemies", line 8)

    Every firt instance of the family “enemies” have some error in their variables when are created.

    Attach a Capx

    https://www.dropbox.com/s/qn8w6vpemdqvwfs/version_0.0.1.3.capx?dl=0

    Description of Capx

    Spawn diferent instances of enemies in order.

    Steps to Reproduce Bug

    • Run layout "stage1" with chrome or firefox
    • Try to do a "repeat loop" with 0.5*loopindex
    • Oberve the values in posX in the first intance of "type1_front1"

    Observed Result

    ____

    Expected Result

    Run normally

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (NO)

    Operating System and Service Pack

    Windows 10

    Construct 2 Version ID

    244

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  • Hi everyone!

    I’ve got a issue about the collision between a “platform” behavior object and the gravity center object, a Solid.

    Here the demo>

    http://therealgeekgirl.com/prueba2

    So, I manage to move the object “control” around the circle or “nexo” simulating gravity. However, “control” is shaking all the time. I think is about the gravity and the edge of the “nexo”. I tried to sort it out adding more points to the collision area, but didn’t work.

    Any ideas?, maybe there is a better system to do this than Gravity.

    Here the capx >

    https://www.dropbox.com/s/d09k2g70ommq6a6/version_0.0.0.6.capx?dl=0

    Regards.

  • Try to set the parallax in the Layer Properties to 0,0 of your HUD-Layer, that should fix it.

    OMG that was soooo easy, totally fixed

    Lot of thanks

  • Hello everyone!

    I’ve got a issue in a game with rotating layers. The game concept example is this one:

    game: http://therealgeekgirl.com/prueba capx:

    https://www.dropbox.com/s/24htkzg46cfxr4r/version_0.0.0.2.capx?dl=0

    As you can see, the Behavior “scroll to: affect all the layers, cos is attached to the planet. Everything turns around the center, the planet in this case, except the “HUD” layer. So, in the next version is when the problem appears.:

    game: http://therealgeekgirl.com/prueba2 capx:

    https://www.dropbox.com/s/d09k2g70ommq6a6/version_0.0.0.6.capx?dl=0

    Now the center is the player, cos I want the player just see the field in front of him. I changed the behavior “scroll to” from the planet (now a tree) to the player. Now that “scroll to” is not in the center of the screen, the layer “HUD” is turning around aswell, as you can see. I tried to use “ANCHOR” in those “HUD” elements, but still been affected for the rotation of lowers layers.

    Can this be fixed? I mean, can I keep the “HUD” layer without movement?

    Regards.

  • At the risk of stepping on toes, I needed a PasteLayer option a while back and always meant to forward you the code. Since you aren't actively working on Paster anymore, I offer this addition, should anyone else find it useful.

    This version can paste de tilemaps?

    EDIT: Ok, works fine.

  • R0J0hound

    Can you take a look of this capx please?

    https://dl.dropboxusercontent.com/u/48851993/dualfunny_0.0.0.5.capx

    I'm trying to do the procces:

    1. move tilemap to the negative of the location you want to draw. (-x,-y)
    2. move paster to the top-left of the screen
    3. paste tilemap
    4. move paster back to original location
    5. move tilemap back to (0,0)[/code:1mfnw56p] 
    
    into the player's 1 screen but I have not result. Thanks for your help.
  • R0J0hound

    I have a litle problem to render the tilemap layer in this capx:

    https://dl.dropboxusercontent.com/u/48851993/dualfunny_0.0.0.2.capx

    Is a split screen game, I used the demo "QuantumBlast" to create this demo but I can't find the error

  • Odin

    I believe the "pick imagepoint overlapping" event is more efficient in this case.

    Take look at this example: https://www.dropbox.com/s/zidho4tsdyw6m ... .capx?dl=0

    Can you do a fast explanation about the "teste" concept in the imagepoint.X and Y . Because I try to do the example in my game and it doesn't work, i attach a screenshot.

  • Try to using the invert option (if is not overlapping) or "else", and enable platform again

    Yes but, after that how can I move again the enemies? Because If the character is in the left of screen and 2 enemies come to him but in the way they collisioned...they become 2 bricks.

    After the collision between 2 enemies they still in collision forever. The condition is "not overlaping" or "is not collision" are useless in this case.

  • Hi Odin

    You can stop the movement when the enemy collides with another one or invert the direction. You must access the image editor and define there the collision polygon and before it, create an event to check collision and add an action to stop the enemies, disabling the platform, for example.

    By the way: nice graphics!

    Good luck.

    This is the first think I tried but when the enemies enter in collision and the event deactivated the platform behaivor I can't find a good event to reactivate platform if the collision between that enemy and other is over.

    Thanks for the comment about the graphics!

  • you can give them the Solid behavior, just make sure that it is enabled when the game starts.

    Right click on the sprite in the Objects window to find Behaviors and when the little window pops up click the plus sign. Solid behavior should be at the top of the list

    For some reason if I give enemies the solid behaivor they push up the parallax, in this case the parallax have to be solid too?

  • Hello everybody, I have a little question about de collision system, my game is a 2D platform with RPG elements, actually looks like this

    The problem is when the enemies appear and follow the player's character to attack him, they overlap with each other like this

    If only are a few enemies in the screen the gameplay is ok, but when I have 10 or 12 in screen and 8 of them are at the same sprite is imposible to know how many enemies are here. How I do a collision system for the enemies in a 2D platform?

    Player's character and enemies have the beahivor platform.