InDWrekt's Recent Forum Activity

  • You haven't given public access to that project but I requested access. You will have to accept my request.

    That being said, You should take a look at the example mrcgkh posted in this thread. It uses an instance variable that gets set when the player enters the portal and only gets reset when the player is no longer touching a portal.

  • This looks like the perfect situation to make use of containers. Take a look at this example:

    drive.google.com/file/d/1qtqeuNNF2tIfZhLrBABtfWaohX1VBLSh/view

    In the example, there is a plate and 3 different food items that are all separate sprites. They have been added to a container (https://www.construct.net/en/make-games/manuals/construct-3/project-primitives/objects/containers). When you spawn/destroy a single object in a container, all other objects are spawned/destroyed.

  • Without the project, I have to make a few assumptions. What I would suggest first is, make sure your character doesn't overlap the exit portal when teleporting to it. There is a chance that the character teleports but is immediately teleported back to the entrance portal.

    Ways to test would be to disable the exit portal events and just use the entrance portal. If the teleport works, check to see if the sprites overlap.

    If you disable the exit portal events but the character still doesn't teleport, there is something wrong with how your event is set up.

  • The blurring is caused by the computer trying to keep the image as accurate as it can while trying to draw pixels between where they can be drawn. The computer can easily figure out where each pixel goes if you rotate the object 90 degrees because each pixel will be inside the pixel grid. But, if you try to rotate it 30 degrees, most of the pixels in the image will try to draw outside of the pixel grid so the computer has to interpret what the image should look like. This same thing happens if you pull your sprite up in a drawing program like photoshop. Have you tried changing the "Set Angle" property to 45 degrees instead of smooth? At 45 degrees, the computer can usually do a good job of interpreting how the image should look.

    Another option is to disable the "Set Angle" property and instead, draw your sprite facing each of the 8 directions and, in code, switch to the correct image dependent on the direction the character is moving.

    As for the jittery movement, either of the above options will reduce it dramatically. You will still see some because at the resolution your project is running at, the pixels are big enough to differentiate between so you are seeing the object move from 1 pixel to the next.

    This is a long one but I hope one of these suggestions helps. Good luck with you project.

  • Glad to help.

  • I think what you are looking for is the "System->Create Object by Name" action.

  • > Try out this sample project. It uses a simplistic form of raytracing. That means, it draws a line (casts a ray) from the arrow to the wall. To see the ray, just disable the Ray Destroy action.

    >

    > drive.google.com/file/d/1Aj8mMS1FvkMsbzUVTBarXNBRPpXNYWgV/view

    Ok I just tried it and put it into my project with some minor modifications (like the mouse thing since I don't need that since the arrow I have is orbiting the soul until I press z) and it doesn't work exactly as expected since the walls I have are actually four different sprites in one family, so instead of the ray just going straight at all times, it just goes off course and goes to the nearest wall, as opposed to where it is pointing.

    this is the code that I got so far for the arrow

    and this is what the ray and burrow entrance do when I press z, it just goes down to the nearest wall instead of going straight at all times

    First, it is much easier to help with issues like this if you give access to your project.

    Second, I don't think the problem is what you think it is. From your image, the ray is shooting off to the right of the arrow. I also notice the arrow sprite was DRAWN pointing up. In Construct, the default direction of a sprite is facing to the right. I think the issue of the ray shooting off in the wrong direction is caused but your sprite being drawn facing the wrong way. If you edit the sprite image so the arrow is drawn pointing to the right, you'll get the correct result. Draw the sprite pointing to the right, and then, in the layout, rotate it to face the direction you want.

  • Try out this sample project. It uses a simplistic form of raytracing. That means, it draws a line (casts a ray) from the arrow to the wall. To see the ray, just disable the Ray Destroy action.

    drive.google.com/file/d/1Aj8mMS1FvkMsbzUVTBarXNBRPpXNYWgV/view

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  • I asked this same question on the Spriter forums. I was told that an update to the plugin is on it's way. Until the plugin is updated, the manual method I outlined is the correct way to handle updating the animation.

  • Glad to help. Good luck with your project.

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InDWrekt's avatar

InDWrekt

Member since 19 Sep, 2011

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