bladedpenguin's Recent Forum Activity

  • Read up on the bullet behavior. It has a "Set Angle" property that causes it to sync the bullet angle with the sprite angle.

    Also, you might want to have a look at Kyatric's HOW DO I FAQ, which is stickied at the top of this forum. It discusses how to set conditions to detect distance.

  • It sounds like perhaps these obects are on layers with different layer parallax? I know that in my inventory system, Items move between my UI layer and my Game layer, and I have to keep adding and subtracting the viewport coordinates for every transition.

  • I would also be interested in multiple frames on a 9patch, even if its not as efficient as changing frames on a sprite. Sorry for necromancy, but I thought it might be better than making a new thread.

  • I recently had a problem with a tileable fog I made in gimp at 1024x1024. Theres no need for HD fog, so I scaled it down after importing it. It took me a couple of tries to realize that the odd bar wasn't coming from the spritesheet, it was coming from the scaling that was used. I went back and scaled it down in GIMP and it was fine.

  • Problem Description

    When I have global sprites on a global layer, travelling between layouts duplicates the sprites and destroys any information they contain.

    Description of Capx

    There are 4 global square sprites on the top layer. You can click on them to make them change color and increment their instance variable. There is a button on the main layer that takes you to the other layout. Note that when the button is pressed, the layout changes, but the squares

    Steps to Reproduce Bug

    • Start the project in debug mode.
    • Click the little squares to make them change color.
    • Click the button to change layouts Observed Result
    • Notice that all the squares, which are global, have reverted to thier initial state of being green.
    • Notice that the Instance variable, which has been counting clicks, has reverted to 0
    • Notice that there are now 8 squares instead of 4, and that each pair has duplicate UID

    Expected Result

    I am expecting each UI element to be created if it doesn't already exist. If it does already exist, I expect it to keep it's state and instance data.

    I was expecting each of the 4 little squares to retain it's color and instance variable as the layout changes.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    Windows 7, SP1

    Construct 2 Version ID

    Release 198, 64 bit.

  • 1. omg I can't believe I missed that.....

    2. That's what I was doing. I'm kinda tempted to create a custom behavior that uses runtime.testOverlapSolid(), but I'll leave it for now, unless it becomes a serious pain.

  • I have an "Attack" object that represents a sword swing, and I spawn it and use it to detect when you hit something with your weapon. I figured every melee weapon is more or less the same, so they all use the same object. Each weapon should look different, so that sprite has like a dozen animations. I've been using the animation: OnFinished trigger to destroy the attack, but it seems to require the name of the animation, and I have bunch of animations that all do the same thing. Can I perhaps use a wildcard?

    My other question was about collisions. I was wondering if there is a way to detect collisions with solid objects, even without picking the collided object? There are the overlapping and overlapping at offset conditions, but they require a specific object or family. Can I use these conditions with "any solid"?

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  • An artistic suggestion rather than a technical one: Give the individual asteroids on a layer a small proper motion relative to the layer, that way it makes it harder for the human visual cortex to see the individual layer moving as a unit.

    Have you tried turning off collisions?

  • omg you have as much useful stuff as native C2.

  • Was it efficient to have 15 different layers? I imagine it was more efficient than individual asteroids, and 15 layers is the method I would try. For each asteroid, you want to generate an x, a y and a z from 1 to 15. You can give the layers numbered names so that you can pick them easily. It seems you are up against the limits of the engine and your hardware. I would suggest taking a step back, and looking at other ways to create the same impression for the player. It is only the background after all.

  • If you switch to using the Physics behavior, it will allow you to set the collision mask to a circle. Also consider that Physics may give you more control and make your bouncing balls more interesting.

  • Seems like we ought to be able to get collision points using a trigger condition, instead of crazy workarounds. It also seems like we should have some kind of raycasting collision testing. It can't be that much harder to test a ray against a polygon than it is to test two polygons.

    Maybe it's time for someone to read the source and add a line to the physics behavior so that it triggers a condition when it computes a collision, then stores coordinates of the collision.

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bladedpenguin

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