work3's Forum Posts

  • Thanks redeye, it's alot to digest, but i'll experiment with it tonight - thanks so much as always

  • the screen edge bounds aren't right to the edge of the window, they're a fair bit smaller so that the moving sprite never goes off the screen.

    they are also there to check where the second player is, so that if the window scrolls left, and the second player is on the far right of the screen, it will "push" the player on the far right to prevent him going offscreen.

  • I can't think of a reason why you'd need things on different layers with a different scroll rates to collide

    I assumed this would be the best solution as aligning some collision boxes near the edge screen would be less hassle than checking for positional coordinates of moving player objects as the XY coords are always changing on a scrolling background.

    as I mentioned I tried setting the collision bounds relative to the the object that centres the view, but the objects that were set relative to it were not 100% perfectly static

  • so can different layers collide with each other? if so, how..

    thanks, as always..

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  • *edit*

    yep, that works perfectly - the reason why it was disappearing ws that I hadn't the objects at the very top of my playfield..

    BUT - I was also using the layer for some invisible boundaries - it seems that one layers' objects can't collide with other layers objects.. is this true?

  • hmm - it seems that i'll try and shift it all to the top left and see what happens, sounds like that could be it..

  • I'm in the process of setting up a static HUD panel, along with some collision boxes to prevent a few things from going wrong when 2 players are moving on screen.

    Now, thanks to deadeye's suggestions, I have an object that controls the scrolling.

    It moves up the background map, and is set to "centre view on me" , while the player objects can move freely over the background.

    now when it came to setting static objects on the screen i was doing :

    always set Y to scrollcontrollersprite + 144

    always set X to scrollcontroller X pos

    that way the objects are always sat in the same place.

    the problem lies in the fact that when the player moves on the X axis, the background controller moves in the opposite direction, 1 pixel per tick.

    when this happens the HUD objects shift by 1 pixel left and right, making the HUD wobble every tme the player moves on the X axis..

    Deadeye tells me I can use a second layer and set the scroll movement to zero, but the overlaid layer doesnt display anything on it when I run the app..

    the collision objects seem to be there, but they cant be seen, and bsides it seems like they are locked to the scrolling backround after a bind of blind testing..

    can anyone help?

    Thanks

  • when I meant "scales" I meant when you're zooming in on the layout editor, not during runtime....

  • yeah, thats what I meant - i'm working in low res for max performance, but zooming in to pixel adjust stuff is kinda blurry!!

  • would there any way to turn off the filtering when it scales?

  • fantastic!

  • I can't say I've seen this, so slap me if its there, but being able to zoom in on the layout are would be immensely helpful for projects with smaller window sizes...

    working with 1:1 pixel sizes can be hard, especially if your're running your app in a window or resolution smaller than your monitor size..

  • I'm having problems getting an AVI to loop, despite setting the repeat function..

    I can get it to loop by actually clicking the play button on the bottom control panel, but not via an event... <img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" />

    also is it possible to :

    treat the AVI as a background (move objects over it?), right now it can't be Z ordered..

    and also get rid of the control bar at the bottom of the video?

    Thanks.

  • can't wait to find out!

  • no joy - i've been getting the error every time i close a preview all day, and now it's doing it every time when I try to start a preview, even after a reboot.. it seems all I have to do is add a few more lines of code to my existing .cap, and blam, same error message every time.