SoldjahBoy's Recent Forum Activity

  • Yeah I have a few workarounds, like placing manually... it's just, annoying that C2 can't store origin/image points at increments of pixels (at least 0.5) because odd width sprites surely aren't THAT uncommon.

    Fortunately in my particular instance, I have already sorted a work-around for the issue, but it was a hard coded case-by-base solution.

    I seem to remember CC being able to place the old "hotspot" at any increment of pixel? It's just particularly strange that the C2 image editor allows you to place them at any increment as well, but it rounds it to the nearest whole pixel once you save and close the editor or change to a different animation or frame.

    ~Sol

  • yes but that happens when you have uneven size of sprite - 1/3/5/7/9... x 1/3/5/7/9... they have no midpoint, but 2/4/6/8... x 2/4/6/8... have midpoints.

    This was what my original post is about... having a sprite of "un-even" or "odd" amounts of pixels.

    My game character(s) are an un-even/odd amount of pixels wide - so they can have a single pixel for a nose or bellybutton, instead of a 2px wide "line". It's incredibly frustrating to juggle imagepoints around to line things up properly for each rotation of my character - only to have it fail as soon as I want to rotate/angle a part of the body as well, and it just looks wrong.

    ~Sol

  • and you plaec it on point (10,10) - you have 10 to left, and 9 to right side.

    And this is the problem I'm talking about. It's un-even.

    You can't place the origin point at 9.5 (well you can, it just doesn't SAVE there) - only at 9 or 10 - leaving 10 to the left and 9 to the right, or 9 to the left and 10 to the right. Right?

    ~Sol

  • Either method works fine... a separate "global" layout, or just outside the layout bounds (then destroy on startup).

    There's no real benefit to using either method, apart from calming any OCD tendencies you may have.

    ~Sol

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • I think we all fall into this category at times.

    Great post

    ~Sol

  • I don't know exactly what you mean by an object "going to" another object... but I assume you will probably benefit from using CONTAINERS

    ~Sol

  • I've only just noticed that you CANNOT place an origin or imagepoint at half-pixel positions - which makes certain sprite sizes incredibly irritating (like having an odd number of pixels) since your "center" point is always one pixel either left or right. It's not really a big deal unless you have very small/low-res graphics (especially if you're using layer zoom or similar pixelation methods) and you want to do stuff like rotate an object.

    The editor allows you to place them at half-pixel increments, but it doesn't save/commit those point coordinates and translate into the game.

    Is there a reason it's is like this? How have I only just noticed now and not before?

    ~Sol

  • SoldjahBoy there's a lot of complex things happening in that demo!

    Yeah it's getting there

    I want to see what you come up with using your gen stuff too... I might contact you soon about the methods you used to define where your water bodies are, and how you went about setting that up. My map will be less detailed in that sense, but it would still be nice to have some logical placement of things like rivers.

    ~Sol

  • Map data now saves using nested dictionaries... dictionaries inside of a master dictionary. It was an interesting thought/concept I had and it works really well.

    Next goal is to make it so "dudes" can visit locations on the map, and have those locations save persistence data as well.

    Again, saving/loading doesn't work for web preview - downloadable standalone compile coming soon.

    ~Sol

  • My bad Sol. Never done it with same objects and same names.

    All good mate. It definitely works but yes, you MUST have all of the exact same objects, object names, behaviours, global variables, instance variables etc (if they are referenced in any of the events you're copying over anyway). There does seem to be issues however with events not applying the correct actions when it comes to some behaviours though - the actions will often change to something arbitrary.

    I think the best way to really re-use code is to make some sort of template file that you can use to start building your new projects from... so think along the lines of a "platformer template" or an "infinite runner template" etc, where you load that up and savre it as a new project file, but it gives you some basic building blocks to work from.

    ~Sol

  • What exactly are you trying to make happen? Do you want a bullet that flies straight but looks like it's "spinning" or do you want the bullet to actually curve through the air?

    Typically, if you want something to appear like it's spinning, you're better off making an animation sequence for your object so it's "spinning" via animation - then you can just shoot it like a bullet in a straight line. If you want it the curve through the air, you're better off just adjusting the angle of the object using events (like every tick, bullet.angle=bullet.angle+0.1)

    Hope this helps

    ~Sol

  • Construct2 does not allow you to copy and paste events from different Capx projects.

    Are you SURE about that? Pretty sure you can, as long as the same objects exist with the same names... I know because I've done it, lots of times.

    ~Sol

SoldjahBoy's avatar

SoldjahBoy

Member since 2 Apr, 2008

Twitter
SoldjahBoy has 3 followers

Trophy Case

  • 16-Year Club
  • Email Verified

Progress

17/44
How to earn trophies