VertexZero's Forum Posts

  • Hey np guys, you helped me a lot!

    Now I got to understand things a bit more.

  • Maybe use an instance variable on player so lets say:

    playerState: x

    where x can be replaced by 0 or 1 and where 0= normal and 1=awakening

    so now you can create a set of controls for awakening mode and normal mode and depending the playerState, you can set different animations and turn off the normal state group.

    Lol, AllanR just explained better than me, but that,s how it should work. did something similar for a small prototype in which I needed different sets of animations for two states.

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  • Ah ok now I understand, thanks. For the other solution, object count was going insane, so I fixed it by adding on Start of Layout. I might go deeper into your solution after so I can have a better control ( and understanding) of it. I'm still trying to figure out why it worked with new sprites rather than old ones. had to adapt my events to it.

    *Actually is because I set in the sprite properties Collision to Disabled, then it spawns helpers on every one of them since it no longer detects overlapping. I was using a small sprite of 4x4 pixels that I scale up to use as collision since it reduces collisions.

    I'm going to try and adapt the same to this mask instead, or is there any better way to do this?

  • Ok, update, seems to be on my side. I created two brand new sprites and there is no problem at all.

  • I tried a method similar to this one, funny thing in your capx file it works. Also 99's Solution works great although I would love to better understand the concept behind it.

    Still, I have the same problem, helper still spawn on every corner. I did a check up of every thing that could be causing this but with no success. Instead of an animation frame, I created a new sprite to be used as corner and still same issues. It doesn't seem to recognize its overlapping another object.

  • you need to recreate the same objects and variables with same names to be able to copy and paste the code.

  • I dont think you can, but you can always rebuild those caps inside your main cap. Will take some time but should work.

  • Weird but still have the same issue, I even copy and paste by renaming the objects in your file to those of mine and yet gave the same result. I'm still checking what could be causing this

  • Sadly I arrive to same result as previously. Its spawned in both sides. I tried doing a checkup with variables but that didn't work either. It doesn't seem to take into account the overlapping condition.

  • For each why I never thought about it.... I should go back to the basics again. Thanks oosyrag

  • I just found this tool and it looks great. I'm an artist but a really bad animator and rotorscoping was my solution to get better quality animations so this tool is a blessing.

    http://www.cartoonbrew.com/tools/paint-persia-new-free-tool-rotoscoping-pixel-art-141093.html

  • I doubt they are really needed but it was my solution at that time. Actually I wish I could do it differently lol. the helper is useful since its smaller than the Player controller therefore the overlapping area is smaller. maybe it could be done on code by detecting from an ImagePoint lets say an areaa of 8x8 pixels wide. I don't know how that would work though.

  • The way I did the my climb is like this, obviously there's some missing code just on top of this for when key is released while grabbing a ledge.

    Also the On Timer "hangTime" in which I set isGrabbing to False as well. That way player can fall from a ledge by releasing a key or by staying too long grabbing one.

    https://www.dropbox.com/s/20c8kb1tgbst3b3/code_01.png?dl=0

    The collision helper I use is called climbDetect, and Player got an invisible sprite attached to it called handDetect. So when one is overlapping the other Player goes to grabbing state.

    Now, since I have to place these ledge helpers everywhere manually, there's more chances of making mistakes, so that's why I'm trying to do it automatically.

  • oosyrag, no is not a tilemap yet but eventually will be. For now since is just a prototype and test bed I use a sprite with 3 different frames so I know which one is for walls, floor and corners.

    Collision is done with a sprite mask.

    Estecka, yeah same I've been trying to solve this but with no success. I read several tutorials that could share same methods but didn't help too much.

    So far I just seem to be able to spawn them in every sprite without taking into account in which frame it is.

  • yeah, tried it, but either got to spawn just one or one one each corner of every tile. I use an instance variable to determine whether they are right or left but this too didn't work.

    For a better explanation, the last post on my tumblr.

    The big red tiles are one of the sprite frames which is placed in corners. Attached to these ones there's a small helper. I've been trying to do it automatically rather than by hand but with no success.

    http://vertexzero.tumblr.com/post/146506786218/testing-the-flow-during-the-past-weeks-ive-been