TELLES0808's Forum Posts

  • You can move to any part of the layout with the System->Scrolling actions.

    eg.

    > +System: On start of layout
       -> System: Set scroll Y to 540
    

    Also, think about the screen like a camera, you can shake it with Sine, move around, zoom, and do effects.

  • This all seems like an unnecessary workaround to just checking the console tab. As Ashley said, if there is an error in your function name, it will show up there. I have 40+ functions in my tiny project and a massive dropdown isn't going to make things easier to manage.

    Now renaming functions and having them automatically update any related function calls, that I could get behind...

    Indeed. Like the replacement system.

  • http://youtu.be/aAI8VzbNyyU

    Here is what I'm working on.

    Amazing! Best graphics for this game style ever on C2!

  • Magistross thanks for taking the time. Could you share your .capx? Because I tried the same yesterday, and it ruined xSpeed for some reason (-3 going left, +2 going right)and also introduced a 1-pixel gap again. You can see it if you drive 'player' in a corner and keep pushing: it <font size="6">sinks</font> one (or half) a pixel in.

    <img src="https://dl.dropbox.com/u/28087823/Construct%20Examples/pixel-perfect%20engine%20with%20loops%20-%20no%20slope/platform.jpg" border="0" />

    Ashley

    Thanks for taking the time. So, this is the built-in (and awesome, don't get me wrong) platform movement:

    https://dl.dropbox.com/u/28087823/Construct%20Examples/pixel-perfect%20engine%20with%20loops%20-%20no%20slope/C2platformmovement.capx

    When the 'player' bounding box is 25x25px, 'player' doesn't even move.

    When the 'player' bounding box is 23x23, 'player' moves ok, but again, the 1-pixel gap makes its appearance.

    <img src="https://dl.dropbox.com/u/28087823/Construct%20Examples/pixel-perfect%20engine%20with%20loops%20-%20no%20slope/platform.jpg" border="0" />

    And this is my implementation which works without a glitch always, except when introducing dt (although Magistross may be on to something)

    https://dl.dropbox.com/u/28087823/Construct%20Examples/pixel-perfect%20engine%20with%20loops%20-%20no%20slope/jumpy2.capx

    It does all I want it to do, and takes advantage of C2's inbuilt bounding box and overlap functions, so your code is definitely not going to waste.

    I think this (http://www.scirra.com/FORUM/the-big-timedelta-headache_topic35671_page1.html ) discussion is really really pertinent to the problem, but I can't really parse the ConstructClassic-specific ideas, since I know things are different with C2. I do hope I'm not making a nuisance of myself.

    christina

    The collision box of your sprites are the exactly same on all the frames?

    The sink symptom is looking like a issue with different collision polygons I had a time ago.

    If yes, I concern you to use the animation sprite as animations only, and pin them to an invisible square sprite object, with the collision polygons set to the size you want, so, you can make all your code to work for the invisible sprite and set everything else, like animations, to be pin on that.

  • Hello fellows,

    I don't know if it's very urge for you, but the way I do my fade is via code, so, to fade 50% of the opacity, I do this way:

    create local variable: TIMER=0;

    every 1 sec: add 1 to TIMER;

    Every tick;

    while TIMER <50;

    add 1% to object.opacity;

    also, you can tweak it, add, remove, change, make more conditions, etc.

    it helped in something?

  • christina

    I don't know if this is what you're looking for, but I have been dealing with the platform behavior and metroid/mario/megaman/cobra genre of games to teach some kids, also, I did my own project with all the learned knowledge.

    The equilibrium have been developed to meet a gigantic portion of collision checks and all did with detectors.

    On the first step, I give up of using the platform behavior, but since the behavior was updated even more, I changed the code to take advantage of it.

    So, I can say with certain baggage, the platform behavior is very precisely now, but, you'll need to think on new ways of checking the environmental conditions.

    The only thing I'm working around actually is the vertical speed, because I didn't figured out how to stop the player on a wall after a jump, all my tries finished with player slow sliding the wall. So, I decided to use an invisible sprite with no behavior and set it to meet the player X,Y, and when hit a wall, simple change who is meeting who, and the player stop on the wall =)

    Take a look on the sample (I don't know why, but dropbox is doing some weird problems and you'll need to use another navigator to play the game...)

    Press on my signature to see the system.

    Use the arrow to move, or the mouse.

    A is the jump, if I remember right.

    Take the box with the mouse.

    EDITED:

    I forgot about another problem to deal, because the player is not on the ground, in other words, he is on the air or wall, the falling speed will keep updating, and was necessary to set the speed to 0 while on a wall, or climbing a ceil.

    I don't know if it make sense, but you'll need to deal with the same thing on your study.

    [tube]http://www.youtube.com/watch?v=pJFQftlOdH0[/tube]

  • Making, for example, the UI as a global sprite object on your menu, or loading screen, and then set it invisible, and only visible when on purpose may work.

    Did you tried it?

  • Ashley,

    After "reloading from the disk", it updated all the sprite objects of the project, but missed to update the first sprite of all the other sprite objects and only updated the first for the currently sprite object edited.

    After watching it happen, I watched inside the canvas and observed the previous size of all the other objects was preserved, so, I believe this was what caused the first frame to miss the resize.

    But, if "Reload from the disk" is designed to happen only for the edited object, so, all the other sprite objects was updated.

    Today I'll try to isolate the problem of all my reports to give you a hand and solve them, thank you.

  • Ashley,

    For now I'm working with the .CAPX style instead of folder style of saving, and I got no freezes after this change.

  • Hi,

    i tried your link in firefox and dont see anything, just a black screen. However you could try setting the cursor to an invisible sprite to hide the pointer.

    That is nice, I didn't figured out the cursor object.]

    Thank you spongehammer

  • newt

    You're still having to wait for the Timer bahavior?

    I'm doing my own Timer behavior with a simple code:

    Global or local variable: TIMER (Number);

    Every 1 sec add 1 to TIMER;

    For looping, it work like a charm.

    If you use it as a local variable:

    While TIMER < 4;

    Every 1 sec;

    DO

    Actions;

    and when you're using it as global variable (the case of a space shooting game, for example)

    Compare variable 10 < TIMER < 20;

    Every 1 sec;

    DO

    Actions;

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  • TELLES0808

    I tried opening your link on firefox and I get a load sequence (HTML 5 icon)and then a black screen. Same result when using chrome.

    And I just exported it. Maybe it's caused by dropbox.

  • yes.

    about the error, I know, it's caused by chrome and dropbox. If you play the game on firefox, or, IE (bleh), it will run smoothly

  • Hello,

    I would like to know how I can hide the Windows arrow?

    I'm doing a fan game and the mouse is over the Player sprite.

    goo.gl/oT46J

  • It still working? I can't get my link to work.