Prominent's Recent Forum Activity

  • based on your screenshot, it looks like snapY is positioning it to the center of the tile, so you could try adding half the tileheight to that coordinate.

  • Yeah, optional. Maybe even a simple button you click to refresh it. C2 could just remember the file location you used when importing the data, and then check if it exists when you click to refresh- if it doesn't exist then it doesn't refresh. If it does, then it reimports it. It's a really simple addition that would reduce the pain of using tilemaps in C2.

  • If I understand correctly, yes. Shouldn't matter the number of events. More importantly is how process-intensive those conditions are. If you can do something once instead of X number of times, it's better to do it once- unless you have a reason that it must do it multiple times.

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  • I would think it'd depend on how computationally heavy Condition A and B are.. in the second example, you're calculating it twice, whereas in the first example it is calculated once. I think the first example would be better.

  • I want an option for a tilemap to auto-update it's tile data from an external file whenever that external file is saved with new changes. I don't want to have to re-import the file every time I change it.

    Sure, I could make an event that loads it in, but I want to see the changes in the editor so that I can map out other elements- I can't do that when a tilemap is updated via events.

  • You can give the player an instance variable, such as a boolean that is either true or false. Call it something like onFloor.

    If you press spacebar, set it false. If player collides with floor, set to true. If player walks off floor without jumping, set it false. You'd also check to see if onFloor is true to determine whether to allow player to jump. You'd also need to implement some events to check whether player overlaps with floor, so that you can set variable true or false.

  • 99Instances2Go your tilemap polygon isn't completely to the edge. So you're not seeing the problem I am seeing.

  • 99Instances2Go you're still using scaled sprites. The pink sprites are not original size you have them 270x270 when they are actually 250x250.

  • 99Instances2Go , you're using rescaled objects, which seems to get checked differently. If you use objects scaled to their origin size, they would overlap on the edges.

    R0J0hound, thanks.. I've gone with one of those options since everything is block shaped and aligned to grids. The sprites extend further than the polygons, so bboundleft, etc, don't correspond to the polygon collision area. So I have to calculate from center of the objects.. It's working how I want it now.

    Would be useful to have a choice of edge cases by default though in construct2.

  • The issue isn't with editing the polygons- I know how to do that. I'm trying to figure a simple way so that edge to edge cases aren't included in the overlapping regardless of polygon shape.

  • Is there a way to make the collisions exclude edge to edge cases?

    If I have a two boxes that are 16x16 and put them diagonally to each other and check if overlap at offset y+1, it will say they overlap even though they don't overlap.

  • oh wow, thanks!

    I think I remember learning this in the past, but I guess I forgot about it.

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Prominent

Member since 28 Apr, 2012

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