vtrix's Forum Posts

  • hgstudio

    here's a solution, only from one family, but its a start :)

    creating unique random object from family

  • i don't think it has, you could create a "screenarea 4:3" "screenarea2:1 object and put them on different layers to check

    you could probably also calculate wich aspect ratio is been used, and depending on that set some placement rules of different objects/ui

    in webdev they call it responsive design, whooo :)

  • there shouldn't be a difference with using arrays, if your generated object has the correct attributes > solid

    so check your platform object you generate

  • Pakost

    not exactly, use only one small 2*2px object that you scale and stretch for collision detection, and make copies where you need them, not really needed to be put in an atlas as its so small

    if you use transparent or filled object, in this case it doesn't really make any different, a filled object you just need to hide so you dont see the collision area

    hiding something doesn't mean its not taking filesize, i only stated that this could be the reason why the transparent png was exported black

    but anyhow its most likely because of construct optimization

    hope thats clear :)

  • nice editor! great work, i do ask myself how you will do the transitions, i guess load them in at that position, and then transition, cool, will be nice to see it all working together

  • not sure, but using a fully transparent object would mean the same as using a filled object but hidden, could be that construct recognize this and optimize it that way, or because the optimizing gives an 8bit png, that displays like that in windows + using the same object multiple times does not increase size so it don't see a problem there, there is currently no special "collision object"

    you could put al static images into multiple frame, that would create an atlas, there's curently no other way to select them

    ps: to be clear, dont create multiple sized collision objects, just use one and stretch/rotate it

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • nutmix there is a project bar and an object bar,

    project bar = all objects in game

    object bar = all objects in current layout

    you can enable them in "view" menu

    edit: ow yes and there is indeed a right click filter menu in object bar,

    to show all object in project, didn't know that myself

  • there is an action "stop loop" not sure if it works for "for each"

    add action > under general

  • Tobye im trying to come to a waterproof explaination but i cant :) im in the habit to use alot of for each just because its sometimes unclear and by testing and error come to right usage, not ideal../ but its better now with families

    about edit 2: didnt check but could be why,

    if you inverted the line of sight, every object that has line of sight will not be destroyed

    no line of sight = destroy

    line of sight = nothing happens

    also if you didn't use for each to test this some random things can happen

  • instead of using pixel perfect detection, you could pin some detector sprites on the circle, when the collision happens you have your xy value, more detectors more accurate

  • Tobye I went over it, and there where some problems but works now, best to compare the capx to see whats changed, but there still some problem left, but i think its just the logic, you use two different settings for lineofsight, but the first one will always set the "orb" to "chase" so the second setting will not matter

    fix

  • what is happening now, is the objects are moving on a path to the destination, when they overlap the objects are trying to push eachother out (using physics or solid) but at the same time they want to keep following the path, result is bad movement, so you need an extra behavior - ai

    it is called "avoidance" but its something you should program yourself, there are not many or no examples of such behavior in construct, you can look it up on the web - rts avoidance, avoidance steering

    what probably should happen if a collision is going to happen (invisible trigger), one object should decide to hold/stop the pathfinder movement until there is no collision, if you want the objects to keep moving, while there going to be a collision, then you need to steer/direct the object to a place where there is no collison

    it will take alot of coding i think, but it can be done, but its pretty advanced

  • some things you can try

    disable all other animation triggers except the attack one, does it work?

    then check wich animation trigger disables the attack one

    if not, is the animation name correct?

    if something else, provide capx

  • it only worked in my head..., i can see the problem now its pretty complex, i think the only option is making a custom controller and even then, there's alot of trickery

    edit: what if the platformcontroller always stays on the ground platform,

    and up and down moves only the sprite visually (2nd controller)

    (in line as sman118 suggested)

    you would set the x of sprite to the controller, y of sprite is controlled by up and down, until jumping, disable up and down control, back on floor enable up and down, have an upper en lower bound of the y movement

    then you would need some trickery to jump to other platforms

    the shadow im sure can be arranged once movement is ok

  • its probably possible, question is, is it the best option? What do you want to achieve?

    i guess you could split the string of the master key in different parts with tokencount and tokenat and compare each token to the global var if its equel.