mystazsea's Recent Forum Activity

  • Hmmmm Personally I would stick with the Extra Object with Overlapping Detection..I use them for most of my checks...They function exactly like Raycasting in 3D..

    What was the main issue with using a Faux Ray cast object..I think they work fine..

    You would only need a single object in that example CapX...

    And just check Overlap for each box and update your Variable to show the Object number that is between the two points

    The only issue you would have there is if the Ray Cast object overlaps more than a single Block...But I am guessing that you would have the same issues with your Virtual line..

    I tried the ray cast and it works fine...Not quite sure why you dont want to use them

    Can you elaborate on your Problem?

  • Professional Game Studios Use "Helpers"

    Helpers can be anything you like but generally they are Semi Transparent color coded Box Sprites that have Behaviors attached to them such as "SOLID" etc

    If at any time you need to get rid of the Boundary Box Helper...Either destroy it,move it or remove its Behavior..Pretty easy..

    On the other hand you can also use Helpers to determine exact Positions of edges and other objects etc..

    So that for example in Prince of Persia...A Helper Box is placed on the edge of a cliff and if your Character collides with it or Overlaps the Helper Box..you can call animations or any other actions you like before your Character runs off the edge..! Pretty handy for just about any situation you can dream up...

    An Example from the Arcade Section shows how to do this...

    Example From Scirra Arcade

    And the CapX for it is here

    Patrolling-Example

    Happy Travels !

  • Hey Carbon....I suggest really checking this out...Would have all of the basics you need to know...Expand from there..

    http://www.scirra.com/tutorials/205/making-a-sword-character

    Best of luck <img src="smileys/smiley1.gif" border="0" align="middle">

  • Hey Vetie,

    Drag and Drop does have one function you can call...and that is "Set Enabled" or "Disabled"

    I have to say I havent encountered any problems with this at all yet

    But I do make certain that for each object or Family of objects you have I usually do this

    On start of Layout---> object or family="Set Drag + Drop Enabled" Enabled

    You Problem sounds Peculiar....The Drag and drop function works fine usually..

    Can you drop a CapX file here to sort it out....

  • Yeah this happens quite a bit ...It is there.....you may have "show parallax in editor" turned on...sometimes when you do that ...if your parallax is not set in the right position or you changed it from when it was once somewhere else it will appear not on your layout when you play..usually cos its just now set off the layout.....As farsmile90 said....Just move the contents of that layer back to the Game Window markers....(The Grey dotted rectangle in the Layout View)

    Easy solution but confused me also when it happened the first time...lol

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  • Yeah I agree with 7Soul and BlackHornet above....I Just use the Fade Behavior..

    I used to wonder about this same function until I saw the Fade Behavior...

    Not only does it work perfectly, has 2 built in timer functions and you can do a gentle fade out function if you like also but it also has the Built in Destroy after Fade options..Pretty simple.. I Think its there for that single reason..Maybe someone could add that to the Manual ...

    Well spotted lads..and you beat my post to the line..Kudos!

    I think its unanimous now right...

    A very well designed built in Behavior.....

    Its good to see how versatile Construct 2 behaviors are...

    there is so much you can do with them if you play around some and be will ing to make mistakes...we all do....experimentation is the key!

  • To get the Control exactly like it works in the Construct 2 interface

    You could try something like this also...Gives a lot of flexibility

    In most apps, I tend to make an invisible Sprite object "Camera_Tracker" on its own layer called, give it a "Scroll to" behavior,

    and this is not necessary but sometimes a Bullet Behavior also with angle set relative to motion.

    Then at start of layout set "Bullet to inactive" if you added one.

    Then create a Middle Mouse down event with an extra Condition

    "Every Tick"

    and then for the action

    "Camera Tracker" Position at Mouse.x, Mouse.Y"

    and then create a Middle mouse is released Event

    but make sure it has DOES NOT HAVE The extra Condition " "Every Tick"

    and make the Action...

    "Camera Tracker" Position at Mouse.x, Mouse.Y"

    You can also call the Bullet enabled function

    because its invisible you cant see it and it affects nothing until

    you want to scroll to it...Then all you do is Enable the Bullet Behavior

    Then set the Camera_Tracker object angle to Position( Mouse.X, Mouse.Y)

    and the view should begin to snap gently to the Mouse Position...

    You can also ease the motion if you like by using the Bullet Behavior that you put on there also..setting the speed to what ever you like for easing

    and of course do a Mouse is released function ..disabling the Bullet FX

    which would make the Camera_Tracker stop exactly where it was ..thereby not scrolling the camera..

    The first bit

    works just like the Construct 2 interface..the second is just fancy bells and whistles..

    check the CapX here....it has a setup already done...with visible Camera Tracker object so you an see what is going on...

    The Bullet Behavior is also added and works to smooth the flow of the scrolling..Just a quick and rough version...to sample...

    Middle Mouse scroll to CapX

    For Flicking and smoother motion...try using a Physics Behaviour and apply impulse towards..Mouse.X, Mouse.Y on Mouse click/touch

  • Is there any way we could get this feature into the editor..It would really help for large projects...Dont you think?

  • Yes and I could always call a POSITION function at layout start for each damn object but that defeats the purpose of a visual editor no?

  • I guess what I am saying is An expandable Layers Tab with some advanced features would be great...something like this image would be AMAZING!!!and save so much development clicking and picking!

    This is a fairly typical Photoshop doc for a layout level...Possibly a hundred or so layers with sub groups and overlays....

    High end graphics need lots of layers..if you are making them from scratch...

    same with games...

    The more detail and FX you have the more control you need when manipulating them in the creator..

    <img src="http://s8.postimage.org/48qkv16jp/What_I_mean_is.jpg" border="0" />

  • Hmm yes and NO ..I am aware of that ...Specifically I am after an Object by object Radio check BTN...alot like PHOTOSHOP has..

    (I am not praising or selling PS here at all, but it does have many features that really make layers and selection simple...)

    Such as a right click exposes every object by name in a list for you to select etc..not to mention that you can SEE every object within a layer on the Layer Tab..Does that make sense..Check Photoshop layers if you are confused...

    Photoshop is simple to use because of this feature..and it was only implemented a few revisions ago..PS 3 I think

    Even though it has a layers check box...each object also has a check box for its visibility...This is sorely needed I think...

    I hope I am making sense...Its a Crucial part of Photoshops layers tab and after 15 odd years of using it..you get used to it being around....It really makes sorting objects alot easier...

    What I mean is...I have sometimes 30+ layers in my projects each with around 30 to 50 instances of about 12 separate objects...All with animations etc...many times they are overlapping...The layers Tab VIS check box is Handy but I think a per object VIS Check box would really help..Does that make sense...

    I know that you can have unlimited layers ....but when you are dealing with the sheer numbers of objects in my layouts...

    Many times it just is far too difficult to pick a single object from the possible dozens that may be overlapped...

    Kyatric, I understand your example and its perfect for a 2 object game...(never seen it in my life except perhaps hoppo bumpo)

    But thats it... You are illustrating ONLY 2 objects within 2 separate layers...

    That is not a professionals game layout in any sense that I know of..

    Been making games for years..and a 2 object game on 2 layers is like adam and eve in a empty sand box...it just doesnt happen..(would love to be proven wrong here)

    I am talking about over a hundred objects to pick and sort from and separate layers as well..get me..?

    its a long way from the example of 2 objects...

    Quoting me out of context Kyatric does not answer my question....

    If you read it properly you would see that I already answered your answer myself...before you re-posted it....

    sigh...

    I am talking about Per object visibility radio check boxes....

    NO...I don't think that locking individual objects needs to be done as this can also be done with The Pin behavior on any level or between layers..

    So Just an individual Check box for each object in its properties would help a little but mainly what is needed is a way to select Individual objects WITHIN a layer without having to sort through your Projects folders...

    As any Dev knows, all manner of objects are pulled from any folder ..Keeping track of them is hard...but SPECIFICALLY....being able to select or pick     (NO! not the PICK function) an object under the mouse cursor from a list is very handy...See Photoshop Layers Tab...There is a reason why every object can be picked and SEEN within the Layers TAB itself not just in the Layout view...In photo shop layers also have groups...so you can bunch objects together..Visibly in new folders within folders much like the Project view lets you..but Photo shop also lets you do that function within the layers tab itself...very handy..saves hours of time....!

  • Thanks teahousemoon...I guess I could upload a demo soon...but its only an alpha baby..

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mystazsea

Member since 14 May, 2012

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