shinkan's Forum Posts

  • my container works fine if i manualy copy as many instances as i want - i just copy ie 10 "sprite detctors" to random places on my map, and is all good. It makes me 10 enemies behaving correctly in runtime.

    It's only not doing that by "System -> create object" - and debug whows indeed that only one object from container was created :/

  • one question. is there a limit with size of canvas object?

    If your layout is 5000x480 and you generate your objects, and then save them as canvas it will create one giant texture in canvas. Am i thinking corectly?

  • Speaking of containers i have similar problem, but in my case there are 3 objects in container.

    Every one have different sets of behavior (1- physics, 2 rts, 3...) so altogether they make something like "enemy chasing player system" and i havent figure it out how to spawn them via "System -> create object".

    Basicaly there's "main sprite" witch always have position set to "sprite detector" (with physix).

    "Sprite detector" always follows "sprite follower" (with rts).

    "Sprite follower" always moving to player position.

    If i spawn "main sprite" usually nothing happening - just sits in his spawn position.

    When i spawn "sprite follower" it start chasing player, but no more sprites have been spawned - same with "sprite detector" - just bouncing around if player hit it.

    But when i spawn all three of them... well i can't describe that whats happening on the screen

  • You are doing exactly the same thing as you did first time.

    <img src="http://dl.dropbox.com/u/34375299/info.jpg" border="0" />

    Red square - Hotspot for current frame

    Blue Line - movement of that hotspot through entire animation

    Green Line - position of your ground

    Can you see what you are doing wrong? I explained everything... twice few posts above

    Edit: Next time i will send you a video ;P <img src="smileys/smiley1.gif" border="0" align="middle" />

  • you're welcome

  • heh no worries, glad i could help

  • clearly i'm missing something

    hehe yes, you do indeed.

    Look at your frames again. This time look closely to the bottom of your sprite.

    On few frames there's a gap between sprite (red pixels) and Hotspot (or better say bottom of your frame).

    You got Platform Behavior on that sprite (to be honest I never used it) but as far as i know it detects collisions betwen "pixels of your sprite character" and "pixels of the ground sprite"

    And now you have set Hotspot to bottom for every frame - that's fine, but betwen hotspot position (very bottom) and your most bottom pixels there is small (usualy pixel or two) gap.

    And now (again) when you move, your sprite collides with the ground but it colides betwen pixels of sprite and pixels of ground, not betwen hotspot of sprite and ground.

    Look again on my cap file. I fixed that problem by moving almost every frame of your sprite down. So the bottom pixels Y position is equal to the hotspot Y position.

    or maybe you want me to make a picture with that problem area? and show you exactly whats your problem ?

  • I's that what you after?

    fixed

    Just do one thing for me. Put all your "collison detectors" to otheer layer, couse hiding them behind sprite's is not a good idea <!-- s:) --><img src="SMILIES_PATH/icon_smile.gif" border="0" alt=":)" title="Smile"><!-- s:) -->

  • when you walk either left or right, there is a pixel height diference. almost undetectable.. but you can see that..

    yeah I just notice that. In your Sprite (red lady) Properties set Rotation from "Normal" to "No rotation" - it coueses that strange 1 pixel jump.

    btw: you recommend that all the sprites to have the same "box" dimension?

    No, not realy - i have geforce 570 and i have to have that kind of size in construct to work properly. You can have any size you want, just to remeber to put Hotspot for every frame in specific location, but i think it's easier to have all animation ie. 128x128 with Hotspot set to bottom-center - for that kind of game.

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  • here you go

    fixed

    Your problem is with Hotspots for every frame in walk animation.

    Every frame of your animation have different dimensions and your hotspot was in the center of every frame. That's why walk animation looks "jiggy" (is that a word?)

    I have moved your hotspots from center-center to bottom-center - for every frame.

    (and have to resize your image due to my nvidia card).

  • That's the issue with some nvidia graphics card. Make sure your sprite has power of two image - 32x32, 64x64, 128x128... that should fix your problem.

  • can't figure it out with "force own texture"

    but adding any effect to canvas itself does the trick

    thanks

  • Question, i've been trying to recreate your examples "pixelscale" and "coolcubes" and it seems that the effect of sprite showing texture from canvas works only when there are objects with additive efects on the lowest layer. Just spend half an hour trying to figure it out why it shows me only white fill (in canvas and sprite) until i've noticed your clouds have additive effect.

    Can you please explain why is that neccesery?

  • <font color="red">Cybernetic Overload</font>

    [TUBE]8xV49VIAnX4[/TUBE]

    - Watch gameplay on Vimeo.

  • [quote:grfftlhb]Set object time scale

    This will be epic in future games

    ps. Ashley, I see C2 is one the very right way! Can you more/less estimate how many more build will be there for C2 to get close to CC in functionallity?