nimos100's Recent Forum Activity

  • It seems like the pathfinding behavior moves the object based on its center and does not respect the self object collision polygon, and I see no way to enable that behavior. Someone please correct me if I am wrong. That being the case, for my application I will need to adjust the origin point of the sprite being displayed to make it look correct. The problem is my character sprite has oh about, 2000+ individual frames. Took me the better part of a week to get it setup correctly, and I still have alot more animations to add to the character. I see no way to apply an origin point change to multiple frames, or better yet apply an origin change to an entire sprite.

    Unfortunately you wasted the better part of the week

    You can right click the origin point in the image point window and choose apply to whole animation or apply to all animations

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  • Seems that this is a problem in Chrome. For those having similar problem it can be solved by turning on "Clear type font" in the display properties.

    But would be nice if C2 would be able to overwrite this settings if possible, if not then this should of course not be seen as a bug.

  • Problem Description

    Not a 100% sure this is a bug or just some settings issues, however as I haven't changed any I lean towards there being something wrong, but might be related to Chrome/NW.js The issue is with the quality of fonts.

    In case this is related to Chrome, are there any way to fix it so it at least works for NW.js?

    The left side is from the C2 editor and the right when running in NW.js examine the quality there is a huge difference between it. Like all smoothing have been removed from runtime.

    Attach a Capx

    https://dl.dropboxusercontent.com/u/109921357/Font_bug/Font_bug.capx

    Description of Capx

    Nothing just 3 text objects.

    Steps to Reproduce Bug

    Start capx and observe

    Observed Result

    Text looses quality during runtime.

    Expected Result

    That the text looked as in the C2 editor

    Affected Browsers

    • Chrome: (YES)
    • Internet Explorer: (NO)

    Operating System and Service Pack

    Windows 7

    Construct 2 Version ID

    r211

  • Thanks, should be fixed in the next build.

    Note there's no reason at all to use a C:\ path - if you just use "Test_1.webm" without a path it loads it from the project file.

    Thanks, yeah I tried using the Test_1.webm but it wouldn't play the video then for some reason, so had to add the C:\. Normally that is what I would do as well.

  • is it true work to add several point to my sprite like this:

    Or

    is it better to use several sprite to create that?

    please give me your idea.

    I think it should be fine doing as you have done. Guess you write here because of the warning you get when adding more points to the collision polygon?

    If you experience performance issues you can always try to change it to use invisible sprites instead, or even reduce the number of points further in the one you have. Like so and then just move the others a little bit, to match those missing.

  • Problem Description

    System save/load doesn't work with the video object. If the video is playing and you save using system save and then press load. The video is not playing from when the save took place but will just continue playing.

    Attach a Capx

    https://dl.dropboxusercontent.com/u/109921357/Video%20test/Video_test.capx

    Test video: (You have to change the source in program as it wont play it without the exact path for some reason)

    https://dl.dropboxusercontent.com/u/109921357/Video%20test/Test_1.webm

    Description of Capx

    Play a video when the program start.

    At some point press Save wait a few seconds and press Load, observe the video and that it doesn't play from where it was saved.

    Steps to Reproduce Bug

    See above.

    Observed Result

    Video doesn't load correctly or are ignored during loading.

    Expected Result

    That the video would play from where it was saved as with the audio object etc.

    Affected Browsers

    Only tested with NW.js (Not sure which version)

    Operating System and Service Pack

    Windows 7

    Construct 2 Version ID

    r211

  • Hello! I'm very new to Construct 2 but I need help making a rather complex game. The things I need help with are:

    -Randomized Enemy Drops

    -Inventory System

    -Cutscenes

    -Customizable Controls

    -Choices that affect the difficulty of the game, and also the ending

    -Pokemon style movement

    -...basically everything else

    Think you best option is to start doing the tutorials. You request for help is pretty wide, that I don't think you will get a lot of useful feedback. For people to have a chance of helping you, you need to be a lot more specific in what you need help with. And also at least show some code of what you are doing and that is not working. There are lots of different ways of making an inventory for instant, how will anyone know what you are aiming for?

  • >

    > > How do I find out which specific tile ID my sprite is colliding with?

    > > Is there a way ?

    > >

    > You need to convert the sprite X,Y position to a tilemap position using the tilemap PositionToTile(X,Y) after that you can see if this position match the Tile ID where the collision occurs.

    >

    I was afraid of this.

    Guess I will avoid tilemap in the future now, this is unacceptable.

    Why can't one just have On Collision->Tilemap.collided_tile_id==xx

    Still, thank you very much nimos100.

    Sure no problem, but don't get why you would avoid it cause of that, its one line of code where you put in the X,Y position and you get a Tilemap position?

  • How do I find out which specific tile ID my sprite is colliding with?

    Is there a way ?

    You need to convert the sprite X,Y position to a tilemap position using the tilemap PositionToTile(X,Y) after that you can see if this position match the Tile ID where the collision occurs.

  • General

    Enable/Disable Objects - Should apply to all objects.

    An option to enable or disable any object in the properties window and through an action. Object that are disabled would appear as if they were destroyed, without actually being so. The benefit of having an option like this would be to quickly disable and enable objects that you would otherwise have to move off screen. Would be useful for stuff like HUDs or sprites where visibility for instant have been turned off, but are still reacting to mouse inputs like "Mouse over effects" and so forth. And so you would avoid having to reposition objects all the time etc.

  • nimos100

    I probably misexplained myself, as I never need to select an enemy type at random. This will be based on the current level. However what I need to do is to select one given instance of an enemy type, based upon a predefined instance variable which is equal to 0, 1 or 2 (the "number" variable, which defines the row number, so that the ally could attack the back line enemy sharing this number with the front line enemy, if the front line enemy is dead).

    So it can't be an instance at random, I'm afraid.

    Ok but the concept should be the same, instead of "Type" you just make it "Row" or whatever. When you spawn the enemies you just assign them a row number.

    And you do the same:

    Pick Fam_Enemy.Row_Number = 1 (For instant)

    And then you can add random enemy in that row or the one selected by the player etc.

  • I'm already facing a problem actually. I need to select one of the enemies at random, so after selecting the enemy family just as you stated, how could I do that?

    In my code I made

    pick enemy where enemy.number=randomValue (targetArcher in my code)

    so that I select only one instance at random

    but as now it could be any sort of enemy (as I'm just selecting a family's UID), I don't see how to do that...

    The idea would be to pick fam_enemies where fam_enemies.UID = Param(0) and then check the "number" instance variable of each instances of the selected object type to select the correct instance. Is it possible to do this, given it could be any enemy type?

    I think that if there is a solution to this, it should work perfectly!

    Thanks again!

    If you just need to select a random enemy on the your combat screen you can use "Pick random instance" from the system tab, and then you of course just choose the family as being the object.

    [quote:1levrniq]

    The idea would be to pick fam_enemies where fam_enemies.UID = Param(0) and then check the "number" instance variable of each instances of the selected object type to select the correct instance. Is it possible to do this, given it could be any enemy type?

    To select a more specific type of enemy in a family you can sort of do the same thing as above using random. But since you are now looking for a specific type, you first have to narrow it down.

    The way you can do that, is to add a variable to you enemy family called "Type" for instant and then in each enemy you write there type, for instant "Wolf", "Dire Wolf", "Bat" etc.

    Then when you need to pick a random enemy type, you just do like this:

    Pick Fam_Enemies.Type = "Wolf"

    Pick random Instance Fam_Enemies.Type

    If that is what you mean?

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nimos100

Member since 23 Sep, 2012

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