Roccinio's Forum Posts

  • i have the same question

  • Lunatrap

    thank you!

    after dismantling your brain child (i hope you don't mind!) i figured out for future reference that by default it faces right (o degrees ) from the origin point.so if i want to have left and right detection i should add another square on top of the first one and make its angle 180.

    if you are a boy i owe you a beer if you are a girl a glass of wine and some flowers!

  • Lunatrap

    thank you for you reply but i have a few questions still unanswered and maybe someone could join the conversation and help.

    since it changes angle (los) according to the objects angle it makes perfect sense for a top down shooter like the example in c2.

    but if you have platform behavior in your square where is the los pointing at (180) during first utilization ?

    up,down,left or right?

    your idea of 2 or even three squares rotating depending on where my other square is going (left or right) so i can have front and rear 180 detection will work (although i believe that there should be a better engine implementation) but if i do not know where it is pointing how can i know how many degrees to rotate for left and right my extra (lol) dummy squares?

  • i have a rather simple question that has been bugging me from day one but i had postponed it until today.

    lets say we have a square that is moving right.

    LOS is starting from the origin point?

    if yes, does the cone of view always face to the right? (in 180 degrees)

    and if yes ,if i mirror the box will it face left?

    can i assign a specific imagepoint to los?

    from the manual:

    Cone of view

    The angle of the cone of view in which the object can have line-of-sight to other objects, relative to the current angle of the object. For example if this is 180, then the object can have line-of-sight to any objects anywhere in front of it, but never behind it. If 360, the object can have line-of-sight to objects at any angle.

    could someone please help (including me) to add more info to the manual that is severely lacking in small but important things that could help us speed up the process of creating games?

    Tom ashley

    could you implement a way for us users to add info to the manual (wikipedia style) ,and after you guys review it as correct information then publish it? this way the manual will expand at a rapid pace with useful little info and it will take the load off the forums .

  • winsonzhong

    it is not playing because while the condition is true your animation loops 60 times per second so it resets to the first frame constantly .try trigger once while true subevent.if you have only one instance it will work.if you have more than one hit me up so i can give you direction on how to solve this.

    since this is something that i have encountered many times in more demanding situations than this (instances) and i see a lot of people having trouble all the time i would like to kindly request mr. lucid to implement animation tigers like the platform behavior has.

  • the reason this happens is that c2 considers your 2 "enemy's" instances as one.

    many reasons for that.

    one solution would be to add " for each" -it is under the system commands" this way c2 will react to "each" lol.

    if you are using an invisible square sprite and on top of it your enemy's sprite then you must add both in a container.

    this way c2 will treat each instance as separate.

    if you could post a .capx i would be able to help you more specifically .

  • congratz!!!

  • szymek

    glad i could help!

    i had to learn all these the hard way.wish i had someone to tell me earlier.

    Ashley says that that's the way it is but i cant believe this because it renders the whole tilemap thing useless for many situations.

    so if you want to help out,

    bug him until he figures out a way!

  • i agree 100% with ashley and the whole mobile thing.

    if you see your games from a business standpoint you have to make hard decisions before you even start creating one asset . decisions about what you want to create and what is you target group. it is insane to believe that you can run your game across thousands of different cell phone models without any compromise.

    the biggest mistake most of us do in here is that we take software like c2 and think that we can do everything with it because it is so easy to use!it gives us false power and makes us believe that game creation is easy.

    think about it. you use an iphone. you can text.surf the internet,make a phone call .how many of the millions of people that use it every day know anything about how it all works? just because we use it doesn't mean that we know anything about power consumption,antennas,chipsets,os,touch sdk, etc etc etc.this is the same with c2

    so asking to just press a button and suddenly all of our sloppy or not work to run at 60fps on an 3 year old cell phone is work best suited for harry potter and not ashley.(unless he is harry potter)!

    that is the reason why i believe he should focus on improving c2 and only officially support fixed hardware with a life span of many years like xbox ps4 and wii u (he already has).

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  • it has nothing to do with cocoonjs. it has to do the way gpu renders pixels.i gave you above the solution.you pick what works best for you

    EDIT i am not sure if cocconjs supports any of the above so go with solution no 2 just to be sure

  • if you want tilemaps without seams you must select sampling to "point" and maybe pixel rounding to "on"

    but you will lose scrolling quality and some png's will look a lot worse than the one you exported from lets say photoshop.

    if you create 1px invisible border around every tile how will you tile them?

    the only other way to not have seams without using the above at least to my knowledge is to use your tilemaps as sprites with animation frames. read the tutorial from ashley about "basic platformer"

  • it has to do with sub pixel rendering vs integer gpu rendering.

  • newt

    lucid

    thank you both for your time and effort

    lucid i posted on a thread a few days back when i was trying to figure out what was going on with the seams thing and spriter and i will tell you what i told ashley.

    spriter is THE MOST important companion to c2 .i firmly believe that you two should team up,make it an officially supported extension and offer this as a standard feature for all future c2 releases.

    i know it is quite difficult for a novice in graphics arts and animation to get the hang of it at first but on more experienced hands it literally blows away most commercial game animations out there in a fraction of the time and all these with a drag n drop feature in c2!

    BUT for the time being you must plan ahead and iron out those core conflicting issues now instead of later,when it will be quite difficult to do so , since you'll be so deep inside your production circle .

    EDIT

    if there is a choice i would prefer that c2 would figure out a solution about us being able to keep linear sampling and pixel rounding to off while using spriter.the reason?i would hate to loose all this awesome detail while tweening real time if you had to adjust to c2 needs and not the other way around. it kind of defies the whole purpose of spriter that way.

  • newt

    thank you for your input but spriter animations are the backbone in my game so i will have to find a workaround since with pixel rounding to on they are getting destroyed.

  • thank you all for your invaluable information.

    my main problem right now is "conflicting technologies" if that makes any sense.

    without linear sampling i have the above problem and i have to re design a lot of stuff again in a trial and error manner which is counterproductive.i also face the problem of scrolling not being so smooth with 'point on'.

    on the other hand i use spriter animations that tween sub pixel and if i export with "pixel rounding on" then my tilemaps work without seems but my animations get destroyed and vice versa.

    so i am at a crossroad and i could use some advice from someone more experienced than i am to show me the way to salvation :p

    if i use my tilemaps the same way as ashley's tutorial (platformer for beginners) will i have seams with "sampling linear" and "pixel rounding off"?

    it will be more work for me to assign animation numbers for the correct tile but if this works i dont mind.