Waltuo's Recent Forum Activity

  • Looking good, wouldn't mind seeing this ported to Construct 2:)

  • Really enjoyed listening to these and would love to have more episodes in the future. Great job guys!

  • I'd like to add shadows to some of my solid sprites and I'd like to do this without shadow caster (for stylistic reasons) by having a separate shadow sprite beneath the object. Camera follows player and shadow sprites would move in relation to where the player (platform behavior) is positioned in relation to each object: if player X & Y are at center of object, shadow is straight behind the object and not showing. If Object is at far right of the screen shadow is offsetting object by say -100 pixels. If object is at far left, shadow object is 100 pixels etc. So when running to the right, as player is moving past objects their shadows are moving accordingly. How is this achieved? I dont need long shadows, just simple moving shadows the size and shape of the object.

    If this is already discussed I apologize, but I could 't find any previous topics so if anyone has any ideas I'd be happy to hear them:)

  • immortalx Thanks! Needs more testing in game but so far the 2nd method seems to work great:)

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  • immortalx thanks, that might be a possible way to solve it, I've used invisible collision sprites before but didn't try this method for this test. Using different animations are not ideal in this case because there are multiple guns, but dynamically resizing the collision sprite size is interesting and might work. One thing that worries me is if the player sprite collision area needs to be more complex than a rectangle things might get funky upon resizing, but other than that it could fix the issue. Anyway, I'll check the capx and report back when I get home from work Thanks again!

  • Aher0 Thanks, I tried having a checker sprite but I couldn't get it to work properly, for some reason it didn't register the obstacles and would just always spawn sprites. If there are any example capx of this sort of functionality to study that'd be great!

  • Hi, I have two problems.

    1) I need to check if there's sufficient free space for a sprite to spawn another object right next to it (horizontal, vertical and diagonal directions). So, if there's enough space and no existing sprite in that area, sprite will be spawned. If there is already a sprite in the immediate 64x64 pixel area (size of each sprite) next to the spawner sprite or there's not enough space for spawn in that direction in the layout, object cannot be spawned. Something like this: https://dl.dropboxusercontent.com/u/163 ... roblem.png

    Spawner sprite (also 64x64 px) should first try to spawn another sprite horizontally to its side (in its facing direction), then if that's not possibly try to spawn diagonally, then last vertically. I should mention game is not locked to a grid-based movement. How would I go about achieving this? I've been trying to solve this for two days now so any help would be greatly appreciated:)

    2) I have a sprite that's moving using platform behavior that I need to attach a weapon to. I can do this either by pinning it to the platform behavior sprite or setting the position of the weapon each tick. I don't want the weapon sprite to pass through walls, so I've given it a solid behavior. However, it still passes through the walls anyway and the solid behavior also creates another problem, preventing normal movement to the direction weapon is attached to. Here's an example capx:

    https://dl.dropboxusercontent.com/u/163 ... oblem.capx

    What would be the best/recommended way to fix this and have the weapon not affect the normal movement and also stay within the wall boundaries. I need a solution to have the platform sprite "respect" the collisions of the weapon and not be able to move any further in the direction weapon is about to overlap with a wall. Any ideas?

  • mattb thanks for sharing, it's appreciated!

  • How would one go about creating a button/switch tile in chipmunk physics that is pushed down when another physics object is on it and lifts back up after other object is not on it anymore? Do I need to set up some kind of joint for it to bounce back up or what would be the best approach?

  • LittleStain Thanks, I got closer and the angle is now correct but I can't get the end/width of the line to match with Object2 position. I must have something setup wrong here, can you elaborate a little more on how to implement it?

    Here's a capx of my attempt: https://dl.dropboxusercontent.com/u/163 ... rline.capx

  • How would one go about creating and maintaining a line between two objects on different layers with different parallax scrolling values?

    Currently I'm using code:

    System: Every tick -> LineSprite : Set position to Object1 (image point 0)

    System : Every tick ->

    LineSprite set width to distance(Object1.X, Object1.Y, Object2.X, Object2.Y)

    LineSprite set angle to angle(Object1.X, Object1.Y, Object2.X, Object2.Y) degrees

    Object 1 and LineSprite are on layer1 (parallax 100,100) while Object2 resides on layer0 (parallax 50,50) When the viewport scrolls the Object1 end of the line stays where supposed to but the Object2 end doesn't. Any ideas how to get this to work and how to adjust the line angle/width to get it to attach to correct Object2 position (even when the layout is scrolling)? Thanks!

  • mattb That looks great and will no doubt help me in understanding how to use physics instead of platform behavior in my project! I will definitely be studying this, thank you!

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Waltuo

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