Torpedo's Recent Forum Activity

  • I´m guessing you need to use Families.

    You can put all your movable objects in a Family then wright your events referencing only the Family, the events will apply to the picked object during runtime.

  • Thanks. That's the trick.

  • The effect "Set Color" gives a different color than expected, mush lighter. The image editor outputs the correct RGB colors (matching external programs, i.e. photoshop).

    But using Set Color RGB values must be lower 30/50% to get a similar color. Is there some hidden feature i´m not getting?

  • I can draw a "solid color" sprite for each surface and put it on top of the track (set to invisible). That would be ideal assuming construct will discard the transparent pixels in the sprite. I thought it could only use the collision polygon.

    Are you saying it can?

    EDIT

    Just tested and No. It only detects the collision polygon.

    So the best way seems to be; import the track segments and hand draw the collision polygon for each.

    PS: Multiple collision polygons per sprite (like adding image points) would be a nice feature. Even better if the collision mask could be drawn with a "block" brush (4x4, 8x8, ...)

    EDIT2:

    And its nagging me that i shouldnt go over 8 collision points per sprite, bummer.

  • Best design practice.

    I need to set different surface types for a track. So i can check if spriteCar is overlapping Tarmac/ Dirt/ out of track etc

    Best way to make it? Do i have to:

    a. Have an invisible tilemap and paint it over the track for each type of surface?

    b. Divide the track by segments and draw each collision polygon individually?

    Or is there another way?

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  • Getting the shadows as individual sprites and then arrange the scene in the editor.

    Shadows would be static as there wouldn't be any interaction with moving objects. Your (fish?) character would be either under or on top, but for a a minimalist look maybe that would do

  • Thanks jobel,

    MEMusage 266.38

    oh! ment 2048px parts, there are 29parts for the track:)

    Most of the pieces get much smaller after cropping the transparent part

    No background yet. Will probably resort to some tiledBakground, but I´lll need to add some more features around the track to make the transition. I will reuse heavly the "decorative" sprites, Trees and other features, but the tracks are suposed to emulate the real ones.

  • I made my image canvas 18432px x 12288px (multiple of 2048, 9x6) then sliced it in 2048 parts, and drag it on to Construct.

    The image is in total a 12.5mb (PNG8), the memory use is at an healthy 16mb and the export project is 90mb.

    Is this the correct way of using big images?

    Is there some kind of batch upload to get the slices in construct and in place all in one go?

    I´will need to "build" the Track with the different terrain types like Tarmac/ Gravel/ Dirt and so on. Making it a pain to seem it all together, and also prone to errors (see side note)

    Side note:

    The Construct editor Zoom/ Pan bidings made it a pain to seem all the slices.

    After some fiddling I manage to find a select all sprites in layer, trhu the Zorder (you can pick the layer in the Z order tab and it will select all the objects on that layer). Maybe there are other ways but the Zorder tab was the only one where i could pick more than one instance (outside de Layout window).

  • ok. got it going using the clockwise angle comparison. capx:

    https://db.tt/ieYDOtmV

    Now I need to get braking and tune steering on the fly accordingly so it behaves more realisticalish

  • Thanks for the head start LiitleStain

    The car only makes left turns, will try to fix

  • New around here, Hi,

    I´v made an account since the classic times but only recently decided to dive in.

    I´m trying to implement a top down car movement towards a mouse click/ touch, using the car behaviour. Instead of assigning keys to accelerate, decelerate, steer left/ right the car would "get" those commands by the distance/ angle toward the Mouse clicked point.

    Is this a possibility or would be better to implement a custom solution like in this capx made by Cipriux found on this 2013 thread:

    Its a "follow mouse" with "steerSpeed", with no behaviours. I altered it a tiny bit so it moves to a target instead of follow mouse.

    But adding speed acceleration etc its beyond my efforts.

    Any pointers?

  • Ease Tween thread

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    Intalling addons

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Torpedo

Member since 23 Aug, 2010

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