Lost my Keys's Recent Forum Activity

  • So you still haven't taken my Platform School tutorial? Sheesh.

    No, really... it covers this . Yeah, it only shows 45 degree angles, but you can alter it easily to include in-between angles.

    Also there have been some other examples around the forum that use different methods (even in the Platform School thread, I believe), you may be able to find something with a search.

    Oh I've checked your tutorials out, I think they were one of the earliest things I looked at once construct was installed, originally learnt quite a bit from them, but as per your warning on the thread, they do tend to break after the basics. Then I found a post by you that said you weren't planning on covering slopes, so didn't think the rest that weren't working would have them. So I did search, just didn't find much pertaining to this problem (found a lot of posts on how to make Sonic rotate, and how to make most characters change angle on slopes) but that wasn't what I'm looking for either.

    I'll give your tutorials another look, they might work in the latest version now, hope so!

  • Done a search but found nothing conclusive.

    The problem, well, slopes and irregular terrain basically. For example, imagine the following image is part of some game (it's not, it's just an example):

    <img src="http://steamgauge.com/misc/construct/Untitled-4.png">

    As you can see, the terrain is uneven and goes up a slope, the player would be expected to be able to follow the terrain as they move along.

    The thing is, how? Now I know of the trick with using invisible platforms for the actual collision, and keeping those as simple bounding boxes while using the actual terrain as nothing but background art, and that works as expected.. for walls and flat platforms.

    So I thought, well just rotate one of them a little, build up sloped invisible platforms like that. Doesn't work though, firstly if using bounding box, it remains a bounding box and doesn't rotate with the object in question, so you've not got an invisible block in the way (not good) regardless of the objects rotation.

    So I tried pixel collision with the invisible collision boxes, but that's a little too accurate and the player would get stuck on individual pixels.

    So how do you handle slopes and irregular terrain then? I did somehow get it partially working, but the player ended up having to take a slope at speed or they'd stop half way up the slope. If they intentionally stopped while on the slope, they couldn't move onward/up the slope, only back down again to the bottom of it, and often even when they could do it once, a second attempt would fail, so I guess it didn't work at all, heh.

    I really want to avoid having to have the player bunny hop up slopes and over hills, or end up just using flat platforms and ladders to reach higher area's.

    What would probably be perfect, would be a custom bounding shape, like the kind found in the physics behavior. The control of per pixel collision, but without the tripping up of errant pixels. But as we don't have that, what other ways can it be done?

  • I talked with Ashley about it, so maybe she can do something

    She?

  • It's kind of like the erase effect, but it erases based on the alpha values of the image. If a pixel has an alpha value of 0, it will completely erase what's behind it, an alpha value between 0 and 1 will only partially erase, and 1 won't erase at all.

    It doesn't even do that for me. It seems to be doing something in the layout when applied (everything previously transparent in the image becomes black, and fades to transparent for the previously 100% opaque area's), but in the runtime it completely vanishes except for a faint pixel thin outline. If I change the layer to use force own texture, it'll then vanish completely in runtime.

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  • OK, that one's fixed in next build.

    Awesome, you rock!!

  • There's the mask effect but I don't really get it yet, so I can't really explain.

    On the other hand, you just gave me an idea for a weird effect

    It's my idea, no stealing!!! haha, just kidding

    I had a look at the mask effect too but didn't get nowhere with it either.

    The projected "fake" shadow works perfectly (and looks great), and using eraser sprites/tiled backgrounds does work to limit where they appear, but only in very few, specific and unrealistic situations, so isn't a viable solution either. What would work would be some way to limit how many layers deep a layer can effect.

  • Please - report bugs to the tracker, and include a clear explanation of the problem, what you expect to happen, what you see happening, and steps to reproduce. I just ran that .cap and it looks like everything is working fine. What's not working?

    The canvas is set at a specific size and looks fine in the cap, but when run, it appears as a small square less than a third of the size it should be, like in the pic. It's already been mentioned in the tracker too as far as I'm aware, a few weeks back when I first mentioned it, someone else said it was a bug and then reported it.

    The example in the cap is an over the top one with it made much larger, to show the difference.

  • Canvas is still broken

    <img src="http://steamgauge.com/misc/construct/example1.jpg">

    Download: .cap

  • Awesome! *downloads*

  • The Problem

    Ok you've got four layers in your layout, from top to bottom, in the following order.

    A character layer, for the actual player/npc's etc.

    A shadow layer, where sprites of fake shadows are placed.

    A middle layer, lets call that "walkway".

    A background layer which is supposed to be empty or far away, lets call that "stars".

    As the character and NPC sprites moves around, the shadows under them follows correctly and all works great, except the shadows appear where they shouldn't, in this case they appear OVER the stars layer in the background, rather than being clipped at the edge of any artwork in the walkway layer like they should. Resulting in it just looking wrong.

    The Question

    How do you stop the shadow sprites from appearing over the stars layer? You can't use Canvas (and wouldn't work for this anyway), you can't erase the shadows around the edges of the walkway layer by using eraser sprites because the artwork has an intentional irregular edge as well as many small spaces within the artwork from alpha channels (think the spaces between branches of a tree) and therefore you'd be having to use thousands of perfectly shaped sprites to do so, which isn't a viable option (even though it works, it just isn't usable in this case).

    I trust this is possible to fix though. The sprites in the shadow layer must not appear over or effect the stars layer in any way. However sprites in the characters layer may cross unaffected. This only applies to the shadows.

  • well he was asking about using hot spots in effects and why effects always use the center of an object, i was asking why an effect did this when going in a diagonal direction, seemed different enough questions to me, *shrugs*

    but whatever, thanks for the reply.

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Lost my Keys

Member since 29 Nov, 2009

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