pap560's Forum Posts

  • Yes I've changed the mask to a smaller rectangle.

    It could be a a feature request for Construct:

    The option to define smaller bounding box for collisions. I noticed that in the Picture editor, you can have different bounding boxes between the sprite itself and for the collision mask. It would be nice if I could instruct the Construct to use the bounding box of the mask for collisions.

  • Is there any way to instruct the Construct to use the bounding box of the collision mask of the sprites?

    If yes, then I could use larger sprites without loss of speed.

  • I didn't read the Platform tutorial but I suggest you to read the topic below:

  • I noticed a severe loss of the game speed execution when I use sprites 128x128 and especially when the Player is near with another sprite that collides with it.

    I use the 'per pixel' method for collisions. If I will use the 'bounding box' collision method the game runs better. Please take into account that the total objects used are 41.

    Is there a setting to be checking out or not to expect more from Constructor?

  • newt: thanks for the tip

  • Um you don't need all those else's,...

    I removed the else's but my animations are not played properly.

  • Thanks for the tip but It is not working. I noticed that if I will set tags in the Animator, every time I will start another animation (with tag=None) this is going to start in the first frame because it will stopped automatically by the default tag "Stopped". As a result the animation for the pushing will restart again from the first frame.

    My solution: I removed all the default tags from the Animator handling all animations manually:

    <img src="http://www.mediafire.com/imgbnc.php/4b74557bd15ce8df0bfa5203e16c05a96g.jpg">

  • I believe that's because that event is telling your player to constantly play the push animation. Try adding "Trigger once" with the system object, loop the animation, and stop it when needed.

    Could you please give me an example of use the "Trigger once" event?

    You can get away with adding another subevent that will set 'CratePush' back to zero.

    This is done before in an "Always" event

  • Hi,

    Because I am not experienced in Construct I cannot play a push animation when the player is pushing an object.

    When this happens, a private variable 'CratePush' of the player object is set to 1. In order to play the push animation, I check if the 'CratePush' equals to 1. But I always see the first frame of the animation

    <img src="http://www.mediafire.com/imgbnc.php/0a2991f120470d3b5594baad20d8f5a66g.jpg">

    What I am doing wrong?

  • Are you using a "collision box" for your player, or does your player sprite handle the collisions? Looks to me like your player sprite handles collisions itself, per pixel, which would have it's arm cling on to the platform when it's falling off of it - creating the problem you're having.

    I use the "per pixel" method. Finally I found what was the problem:

    I did use of a collision mask only for the first frame of the Idle animation. I pasted the same collision mask to all frames and for all animations. Now everything works fine.

    BTW: the method described in the video below is not working for me (0.99.91)

    Subscribe to Construct videos now

    After the "Copy Collision mask to each frame" operation, the collision mask of the HitBox is deleted and nothing happens to the other frames. I had to paste the collision mask manually to all frames

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  • Hi,

    The video below (nearly at the end of the video):

    shows how the animation 'Fall' alternates with the animation "Idle' instantly without having any key pressed.

    The player is a simple object with a platform behavior and the crate a simple solid object. I have not implemented events concerning the player control and his animations.

    I don't know how to avoid this. Any idea?

  • Thanks a lot!

  • Hi,

    I need to calculate the angular velocity of an object with sine behavior. I know that:

    Angular velovity = delta angle / delta time

    but I cannot figure how to calculate the delta angle

    Can someone help?

  • Sometimes it is more convenient to have the events occupy a single line each, so the user could focus to the flow of the events rather than to the content of the events.

    Under this point of view I would be glad if I could have a word wrap mode to ON or OFF in the Event Sheet Editor.

  • I would like, to show you what I've done so far with hooks: