WackyToaster's Recent Forum Activity

  • "big" is an obscure term. What does big mean? 1000 levels? 5000 different assets? Only 10 levels but the layouts are gargantuan? What does big mean for your project?

    I´m not sure if there is some technical limitation in terms of size. If your project is so big that you get concerned about if Construct can even handle it, maybe your project is too big period, at least for a solo-developer. I´ve seen very few cases of solo-devs making big games and not going insane :)

  • Doesn´t seem like it, couldn´t find anything. It seems to pick one as origin and then increase going clockwise but there is no way to tell the origin. When you make a new sprite that origin appears to be topleft.

  • You do not have permission to view this post

  • I´ve added the canvas thing. If you check the debugger the number of snowflakes will go up to a certain point (300ish) but then stay around that number as all snowparticles that hit the ground will be put on the canvas and then destroyed.

    wackytoaster.at/parachute/stucksnowcanvas.c3p

    I can´t provide a capx because I use C3 and this is the C3 forum anyway but you should be able to open this in the free version and check it out. Should be pretty much the same thing in C2 except you need to use the 3rd party canvas plugin construct.net/en/forum/extending-construct-2/addons-29/plugin-canvas-41782

  • Sadly this isn´t possible like this. You will have to rebuild this maze from individual parts. You can use a bunch of image points even if it warns you but I don´t know how bad it is to go over the suggested limit.

  • Hey, try something like this.

    wackytoaster.at/parachute/stucksnow.c3p

    You probably should have the snow "melt" after some time being stuck because if it keeps snowing and snowing it will create more and more sprites (not ideal for performance having 1 million individual snowflakes around) If you want to keep the snowed on effect you could also use a canvas object on top that you regularely copy the sprites on (which can be destroyed after) to save performance.

  • The reason you have bouncing is because your characters animations have different collision boxes. Like if you walk into a wall your character might stop because it is touching the wall and automatically switch to idle, but idle has a smaller collision box and thus is not touching the wall and allows to start walking again.

    It´s a good idea to have a single (invisible) sprite without animations that serves as the characters collision box and have the actual sprite pinned to the invisible one.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Instead of setting the angle to a specific number like 30 you set it to the other objects property.

    So set angle to otherobject.angle

  • Nope. You don´t want to apply that force to the collision box itself, but to whatever object the collision box hits. The collision box doesn´t need physics to do that.

    Collision box is overlapping another object > apply force/impulse to object

  • Based on the example you´d have to check each dot if it overlaps one of the non-gravity zones and adjust accordingly. I have no idea if this can be done in an accurate manner. If it can be done it will be tricky.

    You could pre-fire an invisible bird and track the trajectory but that takes time waiting for the ivisible bird to move (and timescale + physics doesn´t work) so probably not a good option either.

  • I think you may have misunderstood something. You can use "set position" with physics BUT you shouldn´t use "set position" ON something that has the physics behavior.

    So setting the position of the collision box on the pickaxe should be fine assuming the collision box doesn´t require physics (which it shouldn´t imo)

WackyToaster's avatar

WackyToaster

Member since 18 Feb, 2014

Twitter
WackyToaster has 26 followers

Connect with WackyToaster

Blogs