Yttermayn's Recent Forum Activity

  • Ok, thanks!

  • DatapawWolf What would be the reason/logic for that? What purpose would it serve? If it's deliberate, why is it not documented?

  • caiorosisca alextro Using the invisible sprite for AI and a pinned sprite for Animations is exactly what I ended up doing. Not using 8-direction, but having options like the ones mentioned for 8-direction would be a nice feature. Thanks, it's working pretty good now.

  • Problem Description

    Discovered that when a sprite is mirrored, if you increase the sprite's width, it does the opposite, and vice-versa. Didn't see this behavior documented anywhere, and causes me to have to do a workaround. I haven't checked it for flipped, but I suspect similar results.

    Attach a Capx

    Done.

    Description of Capx

    Two instanced sprites are presented. The one on the right is mirrored at the start of layout. Hitting right arrow increments width property of both sprites. Left arrow decrements width on both sprites.

    Steps to Reproduce Bug

    • Step 1 Load and run .capx file.
    • Step 2 Mash left and right arrows to observe inverted width behavior.
    • Step 3 Post reply!

    Observed Result

    Non mirrored sprite gets wider as width property increases, mirrored sprite does the opposite.

    Expected Result

    Both sprites increase or decrease width the same, regardless of whether mirrored is set or not.

    Affected Browsers

    • Chrome: (YES/NO) Yes
    • FireFox: (YES/NO) Not tried
    • Internet Explorer: (YES/NO) Not tried

    Operating System and Service Pack

    Windows 7 64 Home, SP1

    Construct 2 Version ID

    Release 173 64bit/steam

  • I would suggest you do some step by step tutorials first. They don't take long and will give you a basic understanding of how C2 works. Then think about one little piece of your project, like, how to make a sprite mirror and flip and rotate. THen pick another little piece, and so on.

    I have used and learned 3 different game development softs (Game Editor, 001 Engine, and now C2). C2 is very powerfull, the few bugs I encounter are not hard to work around and are quickly fixed, and the design is very slick and well thought out. It is also very versatile. However (and this is not a complaint), it does not handle game-style specific things like equipping weapons/armor, transitioning levels, inventory management, making bullets come out of guns, etc. Those things are all possible, but not done for you. 001Engine for example is a tile RPG engine and does those kinds of tasks for you, but if your game is not the same type as the type 001 is geared for, it feels restrictive very quickly.

    I'm telling you all this because I think it will be helpfull to narrow your focus down to figuring out how to do the little basic things first. Once you have those under your belt, the bigger stuff will become much more apparent.

    The other thing I would advise is that as your project gets more complex, it is vitally important to keep it organized. Use Groups and Comments like a madman. Make sure that before you close your project for the day, ask yourself "If I don't get back to this for a month, will I be able to pick up where I left off?"

    Sorry this doesn't directly answer your questions, but E Bear 's car analogy is dead on.

  • spacedoubt That would be the next step if I could get the sprite image/animation to not rotate in the first place. alextro I am not sure what you mean. How would another variable straighten out the direction of sprite facing?

    I could solve this problem by making my sprite invisible, and pinning another sprite to to it with the proper graphics, and setting the pin options to "position only". But that would be an inelegant solution that adds more complexity to an already complex entity. At least it should give you a better idea what I'm asking though.

  • Is there a way to display the sprite's animation in such a way that it stays facing one direction, independent of the sprite's angle variable? My MOB's AI uses the sprite angle a lot, but if I do 3/4 view I need the sprites to remain standing "upright" and not flip all over when changing direction.

  • alextro That's what I've ended up having to do. Thanks.

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  • DatapawWolf Thanks, folks. Looks like I'll be going that way as well.

  • Ok, so it kind of sounds like I might have to do something like this: All MOBS are actually just one object. The dungeon generator/mob spawner will spawn a "generic" mob and set some kind of mob index variable. An "on object created" event will then tweek the generic mob's stats, animation set, and sound set according to the "mob index" value to make a particular type of mob out of it.

    Anybody see any pitfalls in this approach? I am pretty sure you can select animation sets by number, but I haven't worked with sound much yet.

  • megatronx Tease! Well, good luck anyway.

  • Ok, megatronx . Now I'm curious. What is the nature of this special something? I've been using C2 for over 2 years now and I keep discovering new things it can do. I imagine the shortcomings are either 3d related or inability to use some sort of io device maybe?

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Yttermayn

Member since 3 Feb, 2013

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