Ranch Dubois's Recent Forum Activity

  • As I make the attack animations for my teamwork-based 2D playformer, I realize that I never tried to creating a separation between hitboxes and hurtboxes in Construct 3.

    What I’m trying to create is, for example, if you were playing Smash Bros. and it was Link vs Ryu or smth. They’re both on the ground and try to lunge out to hit the other, Ryu with his leg and Link with his sword. Ryu’s leg and Link’s sword collide. Ryu takes damage because his leg was hit by the sword, but Link takes no damage because even though Ryu’s leg hit his sword, the sword is not a part of Link’s body. In other words, because Link has a sword, his hitboxes extend further than his hurtbox does; his hitboxes are disjointed. Since Ryu does a lot of fighting with his fists and legs, his hitboxes don’t really extend past his hurtboxes as much.

    My player-controlled characters use weapons that extend past their body as Link’s sword would. My first idea was to create two separate collision polygons on the player character’s animations, but unless I’ve missed something I don’t believe there’s a way to assign two totally separate collision polygons to one animation frame. My second idea was to make the player characters into two separate entities, much like the Kiwi player character and its “base” and “mask” in the Kiwi Story sample game. The problem with this is, the way I see it, I would need to give every instance of a recurring enemy character with disjointed hitboxes so that I would have to say “thisenemy1’s base is attached to thisenemy1’s mask... thisenemy2’s base is attached to thisenemy2’s mask...” even though both “thisenemy”-s would be visually and functionally identical.

    If my second idea was indeed the best way to create hitboxes vs hurtboxes and there actually is a way to give recurring enemies disjoints without making a brand new entity every time, please tell me how I can do that. However, if there is a better/more intuitive way to create this hitbox-hurtbox separation, I would greatly appreciate if someone could tell me how or direct me to a video that explains it. Thank you in advance for your help!

  • Yes they should be the same size

    So just to check if I understand, for most every moving sprite I make, I should make the canvas larger than I need to for the first animation and also I should have a center point on each entity’s canvas where I always draw the center of the character’s body?

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  • I asked an extremely similar question very recently and made some decent headway, but I'm still having trouble with the character's body moving and shrinking when I change the size of my sprite animation. Is there some way to set a focal point or some kind of boundary on each animation, or should every entity's individual animations be the same size?

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  • Why not just try it and see what happens? Construct should automatically adapt the object size to a newly imported image size.

    So, I quickly created a little rectangle player object and gave it a 16x16 pixel idle animation (hardly an animation; it’s just a single frame).

    Then, I attempted 32x32 pixel 7-frame animation of the rectangle character doing a Fatal Fury-style “Power Geyser” where he sends out a flame pillar in front of himself. The body of the rectangle character itself shrank, I suppose because I changed the canvas to 32x32, and it also moves forward, supposedly because in the idle frame he was the center of the animation but in the “Power Geyser” animation the rectangle had to share the space with the flame pillar. Is there some kind of work-around or remedy to this shifting and shrinking?

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  • Why not just try it and see what happens? Construct should automatically adapt the object size to a newly imported image size.

    Thanks. Will do. I just wanted to know if there were any precautions I should take once I start making these different-sized sprites. The one I had animated before I lost my progress because I got a new computer was a simple walk cycle, which stayed at a constant canvas size when I drew it out.

    That being said, what exactly do you mean by adapting the object size? Can you somehow have it recognize the sprite's "body"? Or is it more like for each individual frame for each individual animation for each entity I can set some kind of center point?

  • I’m having to start over from scratch because I forgot to save my single sprite animation from when I started and then I got a new computer, but before I resumed this project I wanted to ask a question:

    Say I’ve got this sprite of the player’s character (2D platformer) and I made him on a 10x20 pixel canvas, for the sake of this hypothical.

    I want to have some form of “power-up” so say one of these power-ups is the character takes out a huge weapon, holds it behind him, then swings it overhead, and then it lands in front of him. I make this animation on a 50x50 pixel canvas.

    If I save all of these pngs and give them to Construct 3 as they are, will my player character be shifting and shrinking as he starts this weapon swing? If so, should I just do everything on the same size canvas?

    Thank you in advance to anyone who tries to help. I hope my description of the situation was adequate.

    Tagged:

  • How do I add more grid to my workspace? I’ve run out of grid. I bet it’s really simple, but I’ve poked around for a while and Google searched a couple of things and couldn’t find anything.

  • In the existing blogs there is also 3 articles related to Construct 2 / WebGL on Raspberry Pi. They are dating now but still, considering reading the last one may prove of worth : construct.net/blogs/ashleys-blog-2/webgl-on-raspberry-pi-easier-than-ever-936

    Thank you so much!

  • Nope.

    It's not powerful enough.

    It's going to be a few generations at their current rate.

    Dang. It’s a good thing I checked. Thank you!

  • Hi. In a fifteen-year-old on a journey to make a game. I’ve posted a few times already with programming questions, but now I have a hardware question.

    I’m making a multiplayer game that’s going to be built in to a little “plug and play” system that I can stick into a television’s HDMI port and start playing the game. The reason I chose to go with Construct in the first place is because I found that it is apparently capable with a Raspberry Pi computer. Since things change, I just wanted to double check with the forums as to whether or not this still holds true and if there’s anything I should know about running Construct on a Pi before I really put the pedal to the metal on building this game. Thank you in advance for your help!

  • Set the point of origin (imagepoints) in the sprite editor to the upper left corner (press 7 on the num-pad).

    I tried changing the image points on my tiles, but there was no observable change as far as I could tell. Do I have to change the image points on the grid? If so, how to I access that, as I can't open up my grid in the editor.

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Ranch Dubois

Member since 13 May, 2018

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