aridale's Recent Forum Activity

  • what about for a literal foreground? can you set a layer to parallax faster than 100%?

  • nice another CV fan =D All my projects always end up CV related lol

  • I can see it bein a useful shortcut but I dont see it bein NEEDED specially with the project safety issue it would add.

    What I would like to see tho is a better connection to creating objects and setting values for those objects.

    I know you can create an object with an event and then use events to set values on it but theres no clear explanation of HOW to do that or that it even works (that Ive seen atleast) I had to just try it and hope it worked. Luckily it did =D

  • the problem is your checkin constantly and its not somethin thats gonna happen constantly. You should only check in instances where it might change and then only once as long as it doesnt change again.

  • yeah I dont have an example capx because its all built into a project that hugely over complicates it. podpathos explains it quite well tho

  • and during your knockback be sure to disable the platform behavior on the player

  • I found out after some painful trial and error it is indeed the size. I went thru all my events for sizing the blocks to make platforms (the levels are randomly generated) and added a configurable globalscale global.

    So now everything thats created is scaled by that global var including the player. With no changes to any objects from my first post Ive tested scales upto x6 (48x48 blocks) and the bigger everything gets the better and more smooth the collisions.

    x1 - Same issues as my first post

    x2 - Dont get stuck on the right side edges of blocks but still cant walk up slopes to the right

    x3 - Everything works but moves faster goin up/down slopes to the left

    x4 - Same as x3 but smoother

    x6 - VAST improvement in smoothness of movement and collision response. Still goes too fast up/down slopes but now its the same speed goin left or right so its no where near as badly noticeable

    The next issue now its gonna be how my unresized graphics are gonna look scaled up x6 Q__Q

  • Ive been usin the platform physics for a few weeks now with little to no problems. Today Ive started usin it with smaller objects and now its hardly working.

    Each block is 8x8 and the player is roughly 6x11 with no animations or anything its strictly a collision object. Each block has its collision poly set to the full sprite a solid 8x8 square.

    The player uses no custom controls just the platform behavior with Default controls set to on.

    The collision polys Ive tried with a flat bottom Ive tried with a point bottom nothin helps. The origin is in the middle bottom

    Almost always when I jump the player goes 2-3 pixels into the floor and the top of it never hits the blocks above it it always stops a few pixels early. It seems I can walk to the left ok but do good to walk to the right at all and slopes goin up or down to the right it wont even attempt.

    I should mention that almost every block in the layout has been stretched to make platforms so rarely is the 8x8 object still 8x8 in use.

    It also almost 100% of the time gets stuck on the right edge of a block and wont fall. I can also walk off a block and push into it goin right as I fall and get completely stuck in it.

    So my question is: is this because the objects are small or is there somethin Im missin? Ive been usin all the same sprites (same art different projects) at a larger scale for weeks (4x exactly... each block is 32x32) and its work without a hitch. Again each block has been stretched to make different width/height platforms.

    Im stumped so far. Ive reimported (even tried different) graphics and redone collision polys and changed scalings nothings helped. I cant go with a bigger overall size in this project right now cause literally everything is designed around the size it is right now

  • if theres multiple objects that make up your enemies then make an enemy family then make sure the families .count is 0

  • the origin is really ALL that matters. The size of the sprite is really just extension in any direction from the origin

  • isnt there stil an issue with creating objects thru events that dont already exist in the layout?

    So if your objects arent global your still gonna have to place them somewhere in each layout before you can create them with events

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  • when you resize a window the size of the world inside that window isnt changing only your view of it

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aridale

Member since 7 Dec, 2011

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