SoldjahBoy's Forum Posts

  • I've only just noticed that you CANNOT place an origin or imagepoint at half-pixel positions - which makes certain sprite sizes incredibly irritating (like having an odd number of pixels) since your "center" point is always one pixel either left or right. It's not really a big deal unless you have very small/low-res graphics (especially if you're using layer zoom or similar pixelation methods) and you want to do stuff like rotate an object.

    The editor allows you to place them at half-pixel increments, but it doesn't save/commit those point coordinates and translate into the game.

    Is there a reason it's is like this? How have I only just noticed now and not before?

    ~Sol

  • SoldjahBoy there's a lot of complex things happening in that demo!

    Yeah it's getting there

    I want to see what you come up with using your gen stuff too... I might contact you soon about the methods you used to define where your water bodies are, and how you went about setting that up. My map will be less detailed in that sense, but it would still be nice to have some logical placement of things like rivers.

    ~Sol

  • Map data now saves using nested dictionaries... dictionaries inside of a master dictionary. It was an interesting thought/concept I had and it works really well.

    Next goal is to make it so "dudes" can visit locations on the map, and have those locations save persistence data as well.

    Again, saving/loading doesn't work for web preview - downloadable standalone compile coming soon.

    ~Sol

  • My bad Sol. Never done it with same objects and same names.

    All good mate. It definitely works but yes, you MUST have all of the exact same objects, object names, behaviours, global variables, instance variables etc (if they are referenced in any of the events you're copying over anyway). There does seem to be issues however with events not applying the correct actions when it comes to some behaviours though - the actions will often change to something arbitrary.

    I think the best way to really re-use code is to make some sort of template file that you can use to start building your new projects from... so think along the lines of a "platformer template" or an "infinite runner template" etc, where you load that up and savre it as a new project file, but it gives you some basic building blocks to work from.

    ~Sol

  • What exactly are you trying to make happen? Do you want a bullet that flies straight but looks like it's "spinning" or do you want the bullet to actually curve through the air?

    Typically, if you want something to appear like it's spinning, you're better off making an animation sequence for your object so it's "spinning" via animation - then you can just shoot it like a bullet in a straight line. If you want it the curve through the air, you're better off just adjusting the angle of the object using events (like every tick, bullet.angle=bullet.angle+0.1)

    Hope this helps

    ~Sol

  • Construct2 does not allow you to copy and paste events from different Capx projects.

    Are you SURE about that? Pretty sure you can, as long as the same objects exist with the same names... I know because I've done it, lots of times.

    ~Sol

  • On mousewheel up

    --- Set LayoutScale to LayoutScale + 0.5

    On mousewheel down

    --- Set LayoutScale to LayoutScale - 0.5

    Replace 0.5 with the amount you'd like it to resize by.

    ~Sol

  • Yeah that sounds kinda strange... I have issues in the debugger itself. In preview mode the game uses about 20% CPU with a few things going on (weather effects and a few characters on screen) - but in the debugger with the exact same scenario happening it's using 85% CPU. It makes any actual useful debugging pretty much, not useful.

    I don't really know what to suggest since yeah, it isn't a consistent problem you're experiencing. I hope you find the reason though.

    ~Sol

  • Ummmm yeah actually... if you go to my project thread and click the link (then press TAB to change to the map - and drag the yellow circle around to generate more map tiles - use arrow keys to scroll the screen) then you sure can!

    ~Sol

  • I made an endlessly generating map with these 5 events:

    Just include a global variable called GridSize (mine is set to 64) and make sure your tiles are double that size with soft edges (faded out alpha for a soft-blend) - then make the background of the layout black. This will give you a nice "fog of war" effect.

    ~Sol

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  • The only real way to do this is to re-create your objects in the new game with the same names, then rename everything afterwards to suit.

    The other option is to have a more "generic" name for stuff - so instead of "sword" have "weapon" - but again you'd still have to recreate the objects in another game... but at least you may get away with not renaming everything again afterwards.

    Ultimately it comes down to C2 really lacking the feature to efficiently copy and paste event sheets between projects. It's a big improvement over CC's abilities to do the same thing, but hopefully in C3 there will be full support for this type of thing - as well as collaboration abilities. It's frustrating working on a project with multiple people, and only one person can work on it at a time.

    ~Sol

  • You can do something like this in just about endless ways... you could have an unbounded scrolling layout that creates new "background" objects as you fly along (if you nicely parallax this it would look pretty neat).

    I recently made an endless/unlimited map that generates tiles in any direction the player travels, starting from a central point (so it can go positive values as well as negative values on the "Grid") which you could also use for something similar.

    Maybe a screen capture of my events for this will help;

    Note there is a global variable called GridSize which I set to 64 in this case...

    ~Sol

  • You can also use LERP.

    set width

    --- lerp(object.width,object.desiredwidth,1-0.3^dt)

    set height

    --- lerp(object.height,object.desiredheight,1-0.3^dt)

    (Change the 0.3 for different speeds. The lower the number when using ^dt means the faster it will change. This number must be greater than 0 but lower than 1)

    ~Sol

  • Construct 2 raycasting plugin

    Welcome back I guess?

    ~Sol

  • Does running in debug mode show anything different or abnormal? I had some similar issues when one of my loops would get stuck on for some reason - and it was causing a lot of collision checks that it shouldn't have been doing. Maybe you have something similar happening?

    ~Sol