izioq's Recent Forum Activity

  • Thanks for your reply!... but :

    1/ after writing the "'pick nearest astroid to the ships position' combined with (and in that order) a condition 'is colliding with ship'" what is the "then" that I should write in order to prevent the ship to pass through the asteroid ?

    2/ I'm pretty sure (I've read it somewhere in old posts here) that a lots of solid objects could drop performance drasticly: and when I unchecked it, everything runs fine. But there must be a trick somewhere ? Like, if I'm doing a platformer with a huge level and many blocks that should be solid in order to let the player walk on them, how am I supposed to do so?

    [EDIT]

    it's definitely a "solid" attribute issue because when I unchecked it, everything is smooth with good performance even if (as you said) " on coliision with astroids', you wrote a program that loops trough each astroid and checks if it collides with your ship. And thats a heavy calculation, for ALL hundreds of astroids. "

    I'm stuck there...

  • I'm running through a really noobish issue and I'm digging the forum since hours without finding a solution to my problem

    I always thought that you had to put the attribute "solid" to an object if you dont want your character to overlap or go through it and it worked... until I put hundred of objects with the solid attributes in a big layout and it drops horribly the performance.

    So I guess it's not the right way to doing it but I can not find another way.

    Say, as an example, that my character is a space ship with the 8-direction behaviour and it is flying through asteroids field = how can I make those asteroids "solid"... without using the solid attribute ?

    Thank you so much for your help, there's something I'm missing here!

    // izioq //

    P.S: the "bounce" event of the 8-direction behaviour is not a good answer... because it makes the player "bounce" and not stop, like with the solid attribute...

  • Thanks for your quick reply I'll check that !

    However I would be very glad if someone could help me regarding my question about sine behaviour because I really would like to know how to solve it as well.

    tulamide any ideas ?

    Thanks!

  • Hi there,

    I'm working on a cap in order to make a simple jelly floor.

    Here is my cap (sorry I can't post links because of limitations so I've removed the https : // ) : drive.google.com/open?id=0B3YMYyFd_M6dY2hIWjE3TUJPQUU

    Here is my problem : in my cap, the sine behavior starts when the player is on the ball but it never stops... until the player get off the ball and then, it stops abrubtly.

    I don't know how to make the sine behavior sligthly slowing down after it starts until it stops completly (and of course, starts again if the player move uppon it)

    Many thanks for your help in advance!

    Cheers,

    // izioq //

  • That's an important precision thank you very much !

  • Thanks: I'll give a go without a hitbox

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  • Thanks for your reply!

    " - If you change the animation of your player the hitbox stays the same "

    That's my problem in fact : when my player jump he is smaller than the hitbox and if I make the hitbox stretch I got some issues when it hits the ground (screen shaking)

    However in the game I'm working on, there are no enemies (but the player will still have to pull triger, toggle switch, etc.)... so maybe I don't need an hitbox in fact ?

  • Hi there!

    In almost all tutorials I've seen/read about platformer with Construct Classic it says to use an invisible hitbox and to set position of the picture of your charachter to follow the position of the hitbox.

    And I don't really get why ?

    Why is it not adviced to directly assign the platform behavior to the picture of your charachter ?

    Thanks for clearing this thing up to me

    Cheers!

    // izioq //

    R0J0hound Sorry to tag you but you're kind of a Construct god here

  • Glad to tell you that I've found a way to fix it

    Instead of creating the rain/snow at the top of the screen, I make it appears at offset from the character.

    it goes like this :

    every 30 milliseconds, system create rain at X offset (to player) = random(801)-400 and Y offset (to player)= random(601)-300

  • I'm not saying that it is different, I just wanted to pointed that I'm using CC and not C2, just to avoid any mistake

    Thanks for your explanation about cpu and memory ! ... and in CC if you set "sampling" to "point" in the properties, upscaling them will not make them blurry but pixel perfect... even in C2 I guess.

    Cheers!

  • Thanks for your reply!

    However :

    1/ I'm using Classic Construct, not C2.

    2/ I know how to upscale it properly in photoshop without blured it. My question is more about knowing if it's better (for performance and userfriendlyness) to upscale in photoshop before importing them in CC or to upscale them directly in CC

    I thank you again for your quick reply

    Cheers!

  • I'm in a Classic Construct mood these days so here is a new question

    My work in progress is all in old school pixels.

    I make my sprites in photoshop at 1:1 then import them in Construct and upscale them by modifying their width and height x 2 with sampling set to "point".

    It works fine but I was wondering what is the best to do : my way or upscaling them in photoshop before importing them in construct.

    With my way of doing it, I think it take less memory than importing all sprites scaled x 2 ... but I'm maybe wrong... and the thing is : it would be much more convenient to upscale all of them in photoshop with a script instead of manualy modifying all the height and width after.

    Thanks in advance!

    // izioq //

    R0J0hound Any thoughts ?

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izioq

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