Grimmy's Forum Posts

  • I have two collision meshes which each represent a segment of ground. Each is has an immovable physics behaviour. The pieces of ground are each a screen width and are placed side by side.

    My game scrolls right to left and I have a train which moves across this ground with physics wheels.

    When the train reaches the second pice of ground there is a noticable 'bump' as the train moves onto the second collision poly.

    The points of the two meshes where they meet are on exactly the same pixel.

    Is there is way to prevent this? Its supposed to be a smooth railway track.

    Video here:

    https://www.dropbox.com/s/a6x0qb0fadsyi8p/TrainBug1.mp4?dl=0

    Tagged:

  • In the end I solved this by getting rid of the wrap behavior completely and basing the repositioning of the object on its own width rather than the edges of the screen.

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  • Thanks, I don't have that beta version unfortunately so cant run your example, although I've tried both with and without pixel rounding and the effect is exactly the same. I get gaps any way I try. I thought this was going to take 5 minutes, but I've been stuck on it all day:(

    No stretching edges and everything is snapped to the c3 grid. It uses whole numbers and dt to move each hill like this..

    set position x to Self.X-5

  • Thanks. I tried the 2 suggestions but I still get the seams. I have attached an image.

    The hill meshes should scroll right to left without seams. Above are sprites only (without a mesh) and they have the same problem.

  • Hi I'm trying to get my mesh to wrap seamlessly horizontally using the wrap behavior but there are always gap between the wrapped meshes when they get re positioned.

    Each of the meshes is exactly half the width of the layout.

    Ive tried changing the parallax and scaling settings for the layer but I get the same result every time.

    Any thoughts on this?

    Thanks

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  • Wow! Just WOW!

    All that's missing is some basic shadows now!

  • Just ran some tests and I can confirm that:

    De-activated group remain deactivated when switching between layouts/event sheets unless you explicitly re-activate them.

    Cheers

  • I actually have quite a big project and noticed this seemed to be happening with some layouts and not others. I couldn't figure out and rather than creating a whole new project to test this I thought I'd just post here to see if someone knew the answer off the top of their head. Or what is the expected behaviour. Cheers

  • Hi, I didn't want to start any bad feelings with my post, I understand that most if not all will never be implemented, I'm not expecting anything. Just keeping some mental notes for myself if not for anybody else. C3 is excellent! These are not criticisms! But if there is any easy to implement low hanging fruit in there for the team, then great!

  • Imagine a layout with an associated event sheet which has a group that gets deactivated during gameplay

    When that layout is closed (lets say I've loaded another level) but then return to the layout with the de-activated group, should the group still be de-activated or does reloading a layout with its associated event sheet automatically re-activate groups that are no set to active on start.

    Sorry if my English bad (And I'm actually English :))

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  • Perfect. Thanks

  • Hi, Ive been using C3 for a while now and here is my list of most notable suggestions. Apologies if there is already a board for things like this but I couldn't find it. Take it all with a pinch of salt. I will update as I go. Please add yours to the list.

    • A colour variable or a colour picker built into the Set Colour action dialogue.
    • When you drag external images onto a sub folder in a project they currently go to the root of the Object Types folder. They should stay in the folder you dragged them onto.
    • Default sprite size when creating a new sprite should be able to adjust in settings. The current 250 size is pretty heavy for mobile and its easy to forget to change it.
    • Add the relevant shortcut keys to all of the menu dropdown items in the editor. For Example"Toggle Bookmark" should read "Toggle Bookmark (F2)"
    • When creating a new object it should be created inside the current folder that you have selected in the project view. I am forever dragging objects between the parent folder and sub folders.
    • In the Scene graph we should be able to transfer the parents current "opacity" to children.
    • A shortcut key for moving an object up/down through the z order. As far as I know there is only a key to either move it to the bottom or top. I know there is the zorder bar but a shortcut key would help.
    • Ability to select multiple objects in the project view and add a behaviour to them all at the same time (not just the last one selected)
    • Same goes for selecting multiple objects and selecting 'Add to Family' All should go in and not just the last selected

    That's all for now :)

    Cheers

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  • SOLVED

    Create a sub event within the creation loop and create a PICK LAST CREATED event.

    In my case I pick the last created shirt and then color it.

    Job done.

    Cheers

  • You could give your bullet an instance variable eg "Bullet Type". Then when you check your bullets in code you check if their Bullet_Type is either regular or bouncy; then code the desired behavior for each.

    To switch between the bullets I guess you would have a variable like "Current Bullet Type" which gets adjusted whenever the player switches firing modes.

    On My Player

    If my firing mode = bouncy...create bouncy bullets (with a bouncy bullet type instance variable)

    On My Bullet..

    If I am a bouncy bullet (my instance variable is bouncy)...do bouncy things

  • I have a bunch of character instances created using a for loop which are created with their hierarchical child objects.

    Each character is comprised of a few different parts..body, legs, head etc using the scene graph. But lets say I want to change the color of the body to something random for each of these. How do I do it?

    I can loop through the base object that created them (the legs in my case), but I have no idea how to access the children in code.

    Any ideas?

    Thanks

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