Zantium's Recent Forum Activity

  • I have a couple of particle emitters in my test level shooting out "hazards".

    Upon collision with the player, I'd like to destroy that particular particle. However, when I used the destroy "particle" event on collision it destroys all particles and the emitter.

    I simply can't find how to do this which seems like it should be so simple. What am I missing?

  • Aziones Do you know what graphics card you have and which operating system you're on?

    If you can, go to Device Manager (in the control panel) and click on Display Adapters, it should list at least the card series under there.

  • I haven't actually tried this but looking how I'd go about trying to solve it, I'd give the object a movement behavior, bullet might work.

    Bullet then has event options that allow you to "compare distance traveled" and or "compare speed", set values for those and trigger a destroy action.

    Like I say, I haven't tried this but I think that would work if you set the bullet speed to 0 initially and set it's angle to 90.

    Edit: Just tried it and it works fine!

    You might need to change "compare distance traveled" to get a distance from the floor depending on how you want it to work.

  • Is your sprite continuing to slide when you're not pressing a key and the animation has stopped?

    If so, that sounds to me like you have the player deceleration set quite low (the sliding part) and are perhaps triggering the walk animation using a key_down event where a platform_is_moving would work better (the animation stopping bit).

    Unless I've interpreted your issue completely wrong. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • You're welcome, it's saved me hours already after spending I think around 8 hours hand/wacom drawing and colouring individual frames just for the walking animation.

    I've only exported to .png so far as I was unable to get the animations working using the plugin but I'm fine with that at the moment.

  • Hi Mike (love Spriter btw)

    As far as I'm aware, the correct way to import sounds is to import it as a .wav file. When you do this, Construct 2 automatically creates the .m4a and .ogg versions.

    I've only added a few sounds so far but it seemed to work fine.

    Edit: I see, Vista can't handle the .m4a conversion. You can probably do this in iTunes for free though? Set iTunes to encode imported songs to AAC and drag a .wav file into it, I've done this in the past to create AAC files.

  • I get this too, I was just checking for a solution.

    The longer C2 has been open, the more likely it is to to this - that's the only pattern I can find.

    Running W7 x64 with r132 64 bit version, though I don't think that matters.

  • BluePhaze I actually downloaded the free version of Spriter last night, it's a great program.

    I haven't looked at actually using it as a plugin yet, just for animating instead of spending the 12 hours I previously did hand drawing all my walking frames. I liked it so much I bought the Pro version today, I don't need it, I just thought they deserved the money. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I just pin my PlayerImage sprite/animations to my Player sprite at the start of the layout as advised in the platformer beginner tutorial/s, that seems to work fine and doesn't need updating each tick.

    The Player sprite is just a basic rectangle for collision impact purposes. You should be able to pin hands to your torso in the same manner though whether you've used a basic rectangle as your Player or gone with one with it's own animations etc.

    Edit: I've re-read your post, sounds like the reasoning for your question is that you just want to keep a standard sized bounding box/collision shape? Using a basic rectangle as the Player as advised would solve this I think without having to pin hands on?

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  • Koolville Chapter 1

    Whatsup Everyone!

    Im excited to say i have a test build that i want to place out on the community,Its nothing special at the moment i just need some feedback on the Movement...

    RookieDev Looking good so far - some feedback from another newbie;

    Animation looks good but you might want to either speed up the walking animation to match the movement speed, or slow the speed just so they match and look more natural.

    The punch animation is a bit quick to see, again, maybe slow it down or add more frames or pause it on the last frame for a moment? (I think you can do that)

    It needs some blocking sprites on each side to stop you wandering off screen. I put mine just off the viewable window so you can't see them.

  • <img src="smileys/smiley36.gif" border="0" align="middle" /> You edited your post as I was editing mine.

    Interesting that post from Ashley from last year, sort of contradicts the more recent ones.

    Hmm, odd sizes would make it easier for my backgrounds, I'll re-work them then. ;)

  • Ah, right - I was busy editing my previous post. That sounds right, from what I understand then you could use 16x32 which would give you crisp textures that the engine doesn't have to resize on the fly but you'd waste memory as you'd be using double (a 32x32 sized imaged would have to be created in memory).

    It would be more efficient in that case to draw it as a 16x32 then chop it into 2x 16x16 tiled and just add those in side by side, which is the route I've been taking.

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Zantium

Member since 29 May, 2013

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