retrodude's Recent Forum Activity

  • Hi retrodude, thanks for the welcome.

    Yes, I'm trying to make "player" climb that big step just by going to the right.

    Hmmm just had an idea.. Maybe I can make a high bump detector sprite and a low bump detector sprite... If the high *and* low bump detectors are overlapping an obstacle, then don't let "player" move. But if only the low bump detector sprite overlaps an obstacle, then assume it's a step and stand on it. So "player" can tell the difference between a wall and a step. I'll test this!

    What was your idea?

    Edit: oh I see! You made a smaller step, on frame 2 of the platform animation. OK, how does this help? Do a check of if FramePlaying=2 -> set player.X -=1 ?

    https://dl.dropbox.com/u/28087823/Construct%20Examples/pixel-perfect%20engine%20with%20loops%20-%20no%20slope/jumpy2.capx

    It worked!!! This is so cool, thank you retrodude!!

    Np <img src="smileys/smiley17.gif" border="0" align="middle" /> but I think I must have read something wrong because I didn't realize that you wanted the player climb the step when pressing right. However it seems you pretty much solved your own problems so nice job <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Couldn't you pin the spear to the player, then when "space bar" is clicked, player unpins spear, apply physics impulse on spear?

  • Hi everyone!

    I'm Christina. Long time lurker, first time posting.

    I've been disappointed with the lack of pixel-perfect controls in Construct2, since I have my sights on making a simple metroidvania as practice, and I really need to save time by using small pixelart sprites.

    This (http://69.24.73.172/scirra/forum/viewtopic.php?f=8&t=1095) custom platform engine by Kayin is awesome , but when translated into C2, it suffers from the 1-pixel inaccuracy problem (http://www.scirra.com/forum/platform-object-sinks-into-solid-ground-bug_topic57004.html)

    I managed to find an old trustworthy MMF2 method by Damian (http://damiansgames.com/post/6923285368/making-a-platformer-in-multimedia-fusion-2-or-games) and successfully ported it into C2.

    I had to make the player sprite's bounding box one pixel smaller on each side (player sprite is 25x25px, player bounding box is 23x23px), but other than that it works great. I'm sure I could clean it up a little, especially those "direction" variables.

    If anyone wants to take a look, the project is here

    https://dl.dropbox.com/u/28087823/Construct%20Examples/pixel-perfect%20engine%20with%20loops%20-%20no%20slope/index.html

    and .capx is here

    https://dl.dropbox.com/u/28087823/Construct%20Examples/pixel-perfect%20engine%20with%20loops%20-%20no%20slope/test%20movement%20with%20actual%20loop.capx

    So!

    1st Question: is there any way to implement slopes in an engine like this? I mean small, 1-pixel steps, that the player sprite can climb, like Kayin's. Check the .capx , that small pixel-high bump on the floor is enough to completely stop the player sprite - which is good, it means pixel-perfect collisions are working. I tried using a slopeDetector sprite, but it kept thinking the walls were slopes. Perhaps I'm missing something.

    2nd question: does anyone know why this engine won't play nice with dt? I tried introducing 60*dt instead of 1px steps and movement immediately becomes erratic. Jump strength becomes random as well. Does using pixel-perfect collision loops come at a price?

    Glad to be here :)

    Edit: I Foregot to welcome you to the forums <img src="smileys/smiley17.gif" border="0" align="middle" />

    But anyways, I'm not sure about your second problem, but is this what your looking for in your first problem?

    Link:

    dropbox.com/s/0fwfwbe8f5jhoew/jumpy..capx

    If so then I can explain how this works

  • I'm really diggin the classy graphics <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Here , what the event does is that it doesn't pick the nearest to the player and there's where the invert shine , it picks every instance that isn't the nearest to the player ... thus furthest would only pick the furthest instance ...

    That does sound useful, but you can't invert the "nearest" event

  • I didn't try it ... but it might work ...

    On collision with player

    -(Invert) Pick Nearest to Player

    -- Destroy

    Cheers ...

    I don't see the point of inverting it, there's an option that says "furtherest", or am I missing something here?

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  • Example capx

    I think you're missing something in your explanation, because the logic is simple.

    Perhaps your own capx has something you overlooked and you should post it rather than "pseudo code".

    I'm really sorry for not being clear enough

    I didn't explain the problem that good. But I guess the main problem is that when my two sprite objects overlap with one another, both sprite objects are destroyed. And thats because both of these objects are the same sprite object. The reason why its having this issue is because its an endless runner that has kind of like a player recoil feature. So when the player is hit the player is sent flying in the opposite direction, setting all the bullet objects to inverse their speed and causing overlap between the platforms and spawning additional platforms.

    Also I was gonna post my capx, but its for tommorows student contest, and I don't really have the time now to recreate the issue. Right now I'm going over any glitches or bugs I have and am looking for solutions to fix them.

    I think I was able to solve the problem by having the Event: "platform nearest to Player" destroyed as well as when the "platform is on screen" and it seems like it solved my problem. I'll have it tested by others later tonight.

    But I do appreciate the response

  • Basically I have the same instance bullet objects moving in one direction and what I want is that when the bullet objects overlap another bullet object, all the bullet objects should be destroyed except for 1.

    So lets say theres three instances of the same sprite all overlapping eachother. I want two of them destroyed, with only one left. It doesn't matter which one is left as long as all of them except "1" are destroyed.

    At the same time these objects are respawning, so I cant seem to think of a proper solution.

    Heres the Pseudo code: Assume three sprites are moving across the screen. These three sprites are the same sprite object copied three times (so same 3 instances)

    if sprite collides with sprite

          -->Then Destroy one of the sprites

    Or if sprite is overlapping sprite

    ----> Then destroy one of the sprites, not both

    I have tried this:

    Event--> sprite on collision with sprite

         --> pick 1 instance

          Action---> destroy sprite

    This doesn't really work out to well.

  • Currently, I have a scrolling starfield in my space game that moves from right to left across the screen. This effect is nice, but I want something more immersive: I want the starfield to scroll in the opposite direction of the player movement.

    For example, when the player ship moves up on the screen, the starfield will scroll down at some speed (there will be a speed cap for the scrolling).

    Does anyone have ideas on how this would be done?

    I think that would depend on how your scrolling your starfield. Lets say you set your starfield background as a bullet. If its set as a bullet you can change its bullet angle of motion to the direction of the player, then have it respawn in the same angle as the bullet angle of motion.

    Honestly, I'm not to sure either but I thought I could pop up some idea in your mind. I may try to figure out how by this weekend unless you get a better response to answer your question

  • I have finished the ghost shooter tutorial and it works fine, but when I downloaded the official finished version to compare the two, I noticed there are large fundamental differences that aren't explained and I was wondering if someone would place explain a few of them to me please?

    Here are the Event Sheet screenshots.<img src="https://dl.dropbox.com/u/14998406/tutorialscreen1.jpg" border="0" /><img src="https://dl.dropbox.com/u/14998406/tutorialscreen2.jpg" border="0" />

    Is there something specific you don't understand?

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  • >

    > >

    > > > On mobile devices. Keep you physics objects few and far between. ie minimal. When C2 uses CJS Box2D accelerator then that will be a lot better.  

    > >

    > > Thanks <font face="Arial, Helvetica, sans-serif">@jayderyu</font> .I've allready use few physics objects.as i said before my last game strains so much though it very simple.i dont understand reason of this.You can try how it strains from link below.

    > >

    > > play.google.com/store/apps/details

    > >

    > > I cant use CJS because i use phonegap with eclipse to add some android Ad services.I believe CJS performance is better than phonegap. I still wait your help. Regards,

    >

    > One main issue I had when running games on phones was the sprite count, not the instances itself. So for example, I used way to many sprite objects on making a scenery, when I could have set 1 sprite to different animations and save on performance and ram for mobile devices.

    >

    > So what I did at the beginning was have seperate sprites for lamp, television, couch.

    >

    > But I then decided to set it to one sprite object called ornaments and set the ornament sprite to different animations, such as lamp,television, and couch. I did this for a couple of sprite objects and saved a ton of fps and ram especially on mobile devices, since some are fairly weak to begin with

    Cool solution. <img src="smileys/smiley32.gif" border="0" align="middle" /> but i cant use this way there is some problem like diffrent event sheet actions and behavior parameters.but as i said before It's usefull way.

    I think try pender.maybe it will work fine.

    http://www.scirra.com/forum/pender-android-for-phonegap-cordova_topic63245_page1.html

    Also i wait other help.

    Regards,

    You can refer to this link as well if your interested, it covers most of the problems relating to lower fps for mobile games:

    scirra.com/tutorials/298/performance-tips-for-mobile-games

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retrodude

Member since 11 Oct, 2012

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