Thndr's Recent Forum Activity

  • Sounds like the arrow is spawned on top of the enemy.

    Either set the enemies immune during the shooting (disable collisions, wait 1, enable collisions) or have the arrow object created outside of the enemy hitbox.

    You could also make the hitbox for the enemy bend around where you spawn the arrow as well, but that might be weird.

  • Original thread was moved to closed bugs. Unless bug is resolved in versions beyond [r120.2]. still persists and easily reproducible and modifiable.

    Original Thread: scirra.com/forum/topic63900.html

    Link to .capx file (required!):

    dl.dropbox.com/u/73774002/platformbug.rar

    Contains CAPX (saved in [r119]) along with exports (bug exported from [r120.2])

    Steps to reproduce:

    0. Open BUG export OR Open CapX file in [r120.2] and Preview

    1. Hold Right/Left into a 2 tile high wall

    2. Push jump

    3. Continue holding left/right

    Observed result:

    Sprite jumps then immediately goes on platform

    Expected result:

    Sprite jumps and finishes jump with arch while going right/left.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack: Windows 7 x64

    Construct 2 version: [r120.2] x64

    ====

    The issue seems to be affected by changing platforming variables. In the previous thread I modified the jumpstrength in the capx file to 300, and it only affected 3 tile high walls instead of only 2 tile high walls.

    I have included the exported project as well both from [r119] and [r120.2], as the bug is noticeable upon export.

    Looking into it, it could be the bugfix from r120 which is messing it up:

    Bug Fix     Platform: possible 1px hover before triggering 'On land'

    It's the only thing that seems to have changed in platforming since [r119]

  • If you stand by a wall and push up, it goes for the full jump. As you can see in the demo, the jump strength itself makes you go significantly above the platforms.

    If you stand by a wall, push right/left into the wall and push jump, you only go as high as the wall then start walking immediately. Even does it without pixel rounding.

    It seems to only affect the walls that are 2 tiles high. 1 tile, 3 tile, 4 tiles don't matter. This is at 250 jumpstrength with default settings

    At 300 jumpstrength it only affects 3 tile high walls.

    My game with platforming configured more detailed, it affects all platforming as 1 2 or even 3 tile high walls it does this (3 tile is the max jump height for that game)

    It seems to be anything that is compiled with the [r120.2] build has this issue, as my previously compiled exports do not do this. edit: Just did a test and preview/compile with [r119] does not reproduce the issue I'm having with [r120.2]

    Edit: version I am on is [r120.2]. Not just [r120]

  • Link to .capx file (required!):

    dl.dropbox.com/u/73774002/platformbug.capx

    Steps to reproduce:

    1. Hold down Platform Right or Left (Arrow keys)

    2. Press Platform jump (up)

    3. Make sure you held down Right or Left

    Observed result:

    Sprite goes up, then 90 degrees right/left. No jump arch or fall

    Expected result:

    Sprite goes up, starts going up right/left, then falls as per normal jump arch.

    Browsers affected:

    Chrome: yes

    Firefox: yes/no

    Internet Explorer: yes/no

    Operating system & service pack: Windows 7 x64

    Construct 2 version: R120beta

  • I have a tile based game, and to save memory, I want to only render within a set area.

    For example, I have an array the level spawns tile locations from, and I only want to show the tiles between scrollx-12 and scrollx+12. I only want to spawn them when they are within the boundry and I want to have all other tiles destroyed outside of the boundry

    Currently I'm generating the entire level at layout start

    SYS>Start of layout

    foreground_array>for each XY element

    Sys:Creat object TILE at (background_array.CurY, background_array.CurX)

    While the size of tiles, each one is a sprite. The game should be lightweight even with the entire level generated at start, but I would like to do anything I can to make it optimized.

  • Thanks for the reply.

    After looking into it, set it a number value and still didn't stop, but then I added a Wait 0.1 to the beginning of the attack function and it made it work properly.

  • Currently working on a game where when on the ground the player stops moving and does the attack animation, then can either attack again or move afterwards.

    DELETED

    Currently while moving, it breaks the animation loop for attacking and thus prevents it from going through as I have it triggered on animation statuses.

    Idealy there would be a fraction of a second time between when the player gets control to attack VS the player gets control to move, however I'd probably go for a simpler solution if that is complicated.

  • Okay, I think I have it. Basically I'm surrounding what I want with the Destination Out mask sprite, then with WebGL Turned on and point sampling forcing texture.

    This way nothing gets blurred and it seems to work fine.

  • Sort of.

    Basically I created a rough outline here: dl.dropbox.com/u/73774002/mask_test.capx

    There are three boxes with outlines. Red boxes should only appear in the first box, blue in the second, and green in the third. All three outline boxes need to be visible.

    Basically a layer mask around each 'box'.

    With force texture and destination in I can get it how I want it, but force texture also blurs any scaled sprite even when I have point-scaling enabled. Surely there's a simpler way to mask what I want effeciently

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  • Okay, found a function called Blend Mode for layers and sprites, but I'm unsure if it's possible to do this.

    For the tutorial I want to have 3 seperate boxes, and each box uses ingame assets that should only appear in it's chosen box and shouldn't leave the borders (like a layer mask)

    However blend mode seems to leave everything black below or outside it, not transparent to the other layers.

  • I want to create a box that essentially only shows everything within the area of that box, so I can have it hover above the gameplay area, but outside of the box the sprites don't show.

    I plan on using this for tutorials, but without something similar to a "layer mask", I don't know where to begin.

  • Thank you for your quick response

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Thndr

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