Rhindon's Recent Forum Activity

  • .CAPX: https://www.sugarsync.com/pf/D6025908_4317202_6502596

    I'm working on the top-down shooter tutorial made by Ashley to see if I could figure out another issue I'm working out (a totally different game).

    I started messing around with some features and discovered you could adjust the "zoom" level by changing the layer scale (in my .capx above, you press A to "zoom in" and D to "zoom out". The zooming works fine, but...

    If you're familiar with Ashley's tutorial, you know that the Player (Hero in my .capx) sprite is supposed to set its angle toward the Mouse X/Y coordinates. When the layer scale (or "zoom") is 1, that works swell. However, changing the zoom levels (up or down) affects the sprite's ability to track the mouse properly...it's tracking, but, oddly. I don't understand why. At least, I have a notion but I can't explain it, let alone figure out a solution.

    I'd definitely like to incorporate a zoom option in future games... Anyone have feedback on what's going on? If so, I may be able to figure out a work-around. Proposed solutions are welcome, of course.

    THANK YOU!

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  • Ashley - Always an honor to get a reply from you! Thank you very much - that seemed to solve the trick...setting the Sampling to Point. (I checked the Manual to get a better understand of what Sampling actually is, and it reminds me of the graphics settings on the Nintendo GameCube game, "Super Smash Bros Melee". It had the option to choose between linear and point graphics, and you could clearly see the smooth vs sharp pictures. This is very good information to know. Thank you again!

    dinofun - Thank you! I have high hopes for it. And a lot of huge ambitions...lol I'm probably in over my head for my first game, too.

    I hadn't messed with the browser zoom functions at all, and the other images up to this point were all well and good. I even use the same template when creating new character sprites. It was just that one sprite that was off for some reason. But all is good now!

  • Anywhere in the game screen, click-n-hold the left mouse button. MrStick will change his pose and hold his arm out holding an item in his hand. All of that works as I want it to, presently.

    The one problem I'm having is that I do not understand WHY his main body pose is looking all blurry. I have a hunch what it might be, but I really don't know how to narrow it down. This has never happened before. Does it have to do with the "On Left Mouse Button Down" event handler checking every tick??

    https://www.sugarsync.com/pf/D6025908_4317202_6527578

  • A refined question to my original post:

    Is it possible individually place a sprite according multiple image points on the same sprite? Essentially redrawing/resizing/reshaping the sprite in relation to ANOTHER sprite's image points??

    Here is an updated .capx of what I have now...

    https://www.sugarsync.com/pf/D6025908_4317202_6510878

  • Phyvo - Okay, can you walk me through this? What's this telling C2 to do?

    Particularly the parts I have underlined.

    X: sprite2.imagepointX(q)-(sprite1.imagepointX(r)-sprite1.X)

    Y: sprite2.imagepointY(q)-(sprite1.imagepointY(r)-sprite1.Y)

  • justifun - I'm going over your program and it's blowing my mind. VERY awesome. Not what I have in mind, but it's still VERY awesome! I hope to have the insight to do this straight outta my head in due time.

  • For clarification, I added a link to an image that better describes what I'm after. Check my second link in the original post.

  • Phyvo - I'll give it a go. Thank you!

  • Phyvo - LOL Math, in general, I get. Math via C2 is something else at the moment. At least as far as making happen what I want to happen...

    How would I access Object 1's image point to be set to Object 2's image point?

  • I'm attempting to create a pseudo-3D box.

    • Two sprites make up the top and bottom of the box - 1 on the "Floor" layer, and 1 on the "Top" layer.
    • Pending further adjustments, the paralax for Top is 75, 75, and Floor is 100, 100.
    • All sprites have five image points - origin point is at center while the other four are set to each square's corners.
    • The Sprite BoxBottom has the Solid behavior.
    • The player-controlled sprite, Player, has the 8 Direction, Scroll To, and Bound To Layout behaviors.
    • Layout size is 500, 500 with a window size of 250, 250.
    • With the exception of TopBox sprite, all sprites are currently on the "Floor" layer.

    The viewpoint is while looking top-down (think virtually all the PokeMon games, particularly where the buildings appear 3D as the Trainer moves about town). The lowdown of my goal is to connect the two BoxSide sprites to their respective corners of the BoxTop and BoxBottom sprites. With help of the paralax feature, the BoxTop will move at a different rate than BoxBottom, and the BoxSide sprites will redraw accordingly, creating a simulated 3D effect relative the perspective of the Player sprite as it moves around.

    For instance, if Player is standing to the immediate left of the Box, you will barely be able to see the left side. But the further away Player moves to the left, the more the perspective will shift, allowing the left side of the box to be seen. Move to another position around the Box and you'll see a different side of it.

    Ultimately, what I'm striving to do is use the image points as anchors at every tick. But I'm not seeing where I can reference one image point of one sprite to that of another sprite's image point. I see the Set Position To events/actions, but not specifically for image points.

    My BIG question is if it's even possible to make an image interact between two layers at the same time?

    Here's the .capx file at present... https://www.sugarsync.com/pf/D6025908_4317202_6518506

    Here is an illustration to (hopefully) make clear(er) what I'm trying to accomplish. The graphics are "pixelated" (easier for me to draw), but it's the color scheme that matters, as that's what I have set up in the .capx above.

    https://www.sugarsync.com/pf/D6025908_4317202_6519509

  • wretchedshark - Hmm...that .capx might just be the ticket. Gotta find a way to work it in to what I have set up already.

  • justifun & wretchedshark - Thank you both!

    Shark: Actually, I had considered that "flying punch" for another attack option, but, either way, it is definitely a solution.

    Justifun: I thought about that, too. But my concern is that the Set Animation To action will override any other animation the same sprite is currently playing, regardless where I have it pinned/attached. But that solution did come to mind. I think I'll have to create separate sprite as you suggested.

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Rhindon

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