christina's Forum Posts

  • I saw somewhere on the forums a plugin that added text to a sprite.

    Is it possible to do the following?

    <img src="https://dl.dropboxusercontent.com/u/28087823/Construct%20Examples/AddToSprite/test.png" border="0" />

    1. Start with a simple sprite

    2. make Z number of duplicates with a small X,Y offset in one direction (creating "depth")

    3. take a snapshot of the bunch of sprites, converting the snapshot into a new sprite, and delete all the original overlapping sprites.

    I thought it would be doable through the system->"snapshot" command, but I'm missing the following functionality:

    1. at runtime, crop the sprite containing the snapshot, to specific coordinates

    2. replace the background color of a sprite with transparent color

  • Hmm thanks to some very clever code by R0J0hound, I managed to solve one problem.

    Here is the .capx

    I now have a spawner sprite that spawns rooms and connects them using a door.

    All rooms from 1-4 are KeyLevel 0, which means they can be traversed freely, without a Key.

    In order to go to Room#5 (Rooms 5-10 are designated KeyLevel 1) and beyond, you need Key#1, which will be generated in one of the first 4 rooms.

    You can mouseover on rooms to see which KeyLevel they are designated to.

  • I've been reading up on procedural Zelda-like puzzle generation (i.e the Binding of Isaac) and I found this:

    bytten.net/devlog//2012/11/30/lock-and-key-puzzle-generation

    I'm probably mathematically challenged, but I can't think of a simple way to implement this logic in Construct2, in order to make the graph/map

    Can anyone point me to a direction towards implementing nodes and edges?

    Arrays? Bitwise tile generation?

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  • Ashley Tarsul As I understand it, the collision algorithm is pixel-perfect (and even sub-pixel perfect as I understand) and absolutely brilliant, you can make a pixel-quantized and pixel-precise engine with it with relative ease (check out my .capx above, you can use it if you like).

    The built in platform movement still uses the pixel-perfect collision algorithm for its collision detection, but handles the result of the collision in a non pixel-quantized, non-pixel-perfect way. The visual outcome is that very small pixelart appears to either float or sink.

    As Ashley suggests, you *may* be content to just set the bounding box for your sprite half a pixel inward (check out previous photo on this thread).

    Also, for larger sprites, the problem is not noticeable at all.

    The built-in platform movement has this huge advantage that it is great for prototyping. If you need more control, you can just make your own engine.

  • zenox98 & Ashley No no, I don't think it's shameful to discourage convoluted custom engines. I understand it, why create confusion and potential buggy behavior?

    But on the other hand, I have been testing and comparing the built-in engine to my own custom engine, and I can't get the former to do what I want it to do, so I don't see any compelling argument against using the latter. It's consistent, bug-free, doesn't require fiddly bounding boxes, the logic behind the code is sound and its been fairly rigorously tested. I won't hesitate in building my game with it.

  • ASHLEY. No this will not do. Ok, I will refrain from posting this anywhere else, thank you.

  • yeah, controls seem ok to me. You haven't played with the Platform behavior controls at all (i.e. acceleration, deceleration, max speed). I suggest you read the manual on Platform behavior.

    Good luck!

  • You may have to make a custom movement such as

    -if player overlapping ladder + keyboard.UP is down

    --set player.Y to player.Y -1

    --set player animation frame to "player.animation.frame +1"

    So that you accurately control the frame number of the animation.

    Can we see your .capx?

  • Remove physics. "Tighter" controls can be achieved by increasing acceleration and deceleration. May I see your .capx ?

  • Apologies for bumping this post. Ashley have you found a better solution to this? Are you averse to me posting it as an example and/or tutorial?

    You've said you're trying to discourage custom engines, if the platform behavior is adequate.

  • Ashley: If I'm picking nits, then your solution is not ideal. It is noticeable when you need the player to be in a vertical tunnel and unable to move even the slightest amount to the left and right.

    My custom engine (heavily borrowed from Damian's MMF2 code, but also from old-school engines) solves the problem like this:

    1. player.Xspeed is set to a positive or negative number (in my example 2 or -2) for as long as you're holding down the right or left cursor key respectively.

    Xspeed is a variable that 'charges up' the number of times the movement loop is going to run each tick. The higher this number (absolute value), the more times the movement loop is going to run, and the faster the movement is going to look.

    2.

    -Every Tick

    --abs(xSpeed) is added to xLoopIndex, which is the number of times the movement loop is going to run each tick. So xSpeed more times for each tick.

    3.

    -if LoopIndex >= 1

    --perform the "Xmovement" loop "xLoopIndex" times

    ---each time you perform the loop, move 'player' by exactly one pixel, in the direction of the movement, unless it's overlapping an obstacle, in which case set 'player' back one pixel and then stand still (xLoopIndex set to 0, xSpeed set to zero, and the loop doesn't run any more)

    4.

    Quite an important step: each tick, we need to deduct the number of times the loop has run from xLoopIndex on the last tick. We need to start each tick with a clean slate, we don't want the code to recalculate movement it's already calculated before. One way to do this would be to set xLoopIndex to 0, but this produces erratic movement.

    In hindsight, this happens because xLoopIndex is not necessarily an integer at all times. By setting it to 0, we are discarding the decimals, without giving them a chance to add up to integers between ticks.

    Therefore a better way to do it is to deduct only the integer portion of this value, and keep the decimals-if any- for the next tick. This can be stated like so: xLoopIndex = xLoopIndex - int(xLoopIndex)

    Therefore: each time the loop runs, and 'player' isn't overlapping an obstacle, the engine moves 'player' for an integer number of pixels. If it hits an obstacle, it is pushed back by exactly one pixel, and since this happens before the loop ends, you never even see the overlap drawn on the screen.

    And since the loop runs only as many times as necessary (that is, as long as you've pressed a cursor key for), the xPosition of the object is always known and controlled, and quantized to a pixel.

    Not so with the built-in Platform behavior, which uses the bounding box collision to stop the movement when and only when it has to deal with the problem. My custom movement only moves 'player' by one pixel when there's a demand to do so, and pushes 'player' out of obstacles exactly once per loop, then kills loop.

    Note that C2 *does* still register a collision at the entrance of a 25px tunnel, and *does* stop me moving down. But I took this in stride, as a very sharp collision detection algorithm.

    This presented itself as a perfect 1-pixel gap around 'player' at all times, because a collission was detected 1 pixel before it occurred visually.

    But since this gap was consistently and at all times exactly 1-pixel wide, it was the practical thing to do to just make the bounding box exactly 1 pixel smaller in all directions. Oversensitive collision solved, and since pixel-quantized control of 'player' is *already* also solved thanks to loops, the engine allows for pixel-quantized movement every time.

    I'm a fake programmer, so I hope this made some sense to you.

    I'm not sure I need a different built-in platform behavior or collision detection. The one we have works great for what I need. And collisions are working more than great, and are extremely reliable. I've done extensive tests.

    Also, this has nothing to do with deficiencies in your code. Old-school platformers used to use loops all the time, didn't they? Construct is still miles ahead, since it allows me to focus on the essentials of game creation, instead of having to worry about collision algorithms and performance hits and the like. It's still pretty much plug-and-play.

    Did I help any?..

  • Ashley plus I was thinking: it's not that complicated a code either, and it also simultaneously takes care of direction of animation.

    If you'd rather you found an official workaround, I'm fine with it as well. Are you averse to me posting this as a fully commented example on the forum?

    On the off-chance that someone is looking for a loop-based engine, since old-school games are often about that. I will comply whatever your decision.

  • Ashley That's good to know, thank you for taking all the time to help. I don't doubt the pixel-perfectness of the platform behavior, in fact it's proven itself. I'm just skeptical if it can do what I want it to do with the same accuracy and reproduceability.

    Unfortunately, random behavior increased a lot when I did what you suggest. At least now we're closing in on the real issue.

    This is the bounding box I used, just a fraction of a pixel smaller than 25x25px (I made a lot of different sized bounding box tests, all produced the same result)

    <img src="https://dl.dropbox.com/u/28087823/Construct%20Examples/pixel-perfect%20engine%20with%20loops%20-%20no%20slope/bounding%20box.jpg" border="0" />

    (If you're certain a specific decimal will work, and I just haven't found it, then maybe we need decimal input support for the bounding box coordinates? I too discovered the cool properties of non-integer bounding boxes while making tests for my engine)

    The problem is this; the 'player' sprite just stuck there for no reason for a good while and then dropped

    <img src="https://dl.dropbox.com/u/28087823/Construct%20Examples/pixel-perfect%20engine%20with%20loops%20-%20no%20slope/stuck1.jpg" border="0" />

    Or even actively stayed on the wall, while I was pressing up and right;

    <img src="https://dl.dropbox.com/u/28087823/Construct%20Examples/pixel-perfect%20engine%20with%20loops%20-%20no%20slope/stuck2.jpg" border="0" />

    These are all problems that got solved when working with loops...

  • Ashley: no, no seams. There were never any. But two things:

    1. ['player' starts off floating like this:] (edit: this was my bad)

    <img src="https://dl.dropbox.com/u/28087823/Construct%20Examples/pixel-perfect%20engine%20with%20loops%20-%20no%20slope/platform%20floating.jpg" border="0" />

    2. 'player' can't get past this narrow corridor, is obstructed by the ceiling. Everything is laid out according to a 25x25px grid, so 'player' ought to be able to just squeeze through there.

    <img src="https://dl.dropbox.com/u/28087823/Construct%20Examples/pixel-perfect%20engine%20with%20loops%20-%20no%20slope/platformobstructed.jpg" border="0" />

    It *can* apparently be fixed by making the bounding box one pixel shorter vertically, ending up with a 25x24px bounding box for a 25x25px sprite. But the same problem exists horizontally: 'player' can't squeeze through vertical corridors 25px wide, like so:

    <img src="https://dl.dropbox.com/u/28087823/Construct%20Examples/pixel-perfect%20engine%20with%20loops%20-%20no%20slope/platform%20floating2.jpg" border="0" />

    Which you'd argue can be fixed by making the bounding box one pixel shorter lengthwise. But it can't, because if I do that, then this happens: (one pixel gap)

    <img src="https://dl.dropbox.com/u/28087823/Construct%20Examples/pixel-perfect%20engine%20with%20loops%20-%20no%20slope/platform%20pixel%20vertical.jpg" border="0" />

    Is this reproducible? Should I file a bug report? I'm fine with making a complicated engine that's tailor-made for my needs, I don't want to pile more work on your shoulders.