Cavaron's Recent Forum Activity

  • Which bone animation tool are you using? Spriter Pro allows you to import the animation to construct - this way you don't need each frame as an image, you just need your base image and construct will do the bone movements like Spriter Pro would do.

    1920x1080 is like the whole screen. Are you doing full screen scenes? Just animate individual obects in your tool and compose them to a scene in construct, that way is much more efficient. Otherwise you will have redundant image data in you game (like the same huge background image saved in every one of the 70 frames of an animation).

  • You could save the status of an object in an array (it's like a table) and export this array as a JSON string to local storage. Next time you start the game, you can check for existing ones in local storage and offer the option to "load" these, acting like a savegame.

  • Hi folks,

    I'm trying to read a JSON-File into an array on an HTML5-export. Works fine on the home computer, doesn't work on the server. The file is imported into the project, but I also tried the URL-import with the file on the server (including reading-rights for all users for that file). The rest of the project works fine.

    Could there be a reason on the server side? Does AJAX require any special services? Javascripts in general work fine (like pathfinding). Any ideas?

    Tagged:

  • Yep, you could use hitboxes. You can make image points in your enemy sprite and attach the hitboxes to these points. Use a every x seconds (like 0.2 or something, you don't need to refresh this every tick/60 times a second - 5 or 10 times a second is enough) condition to update position and scale of the hitboxes. If you enemy has several animation, you would have to set the points for every image in the animation and update the condition with the framerate of said animation.

    Or you could do it like a boss and use a bone animator like spriter pro, which would allow you to build and animate your enemy in body parts. If you import this spriter animation with the construct plugin, you can click on each body part without additional hitboxes.

  • So I did miss something :) Works great now, thanks a lot dop2000!

  • gabmusic: I wouldn't use tilemaps for objects changing ingame and I wouldn't use collisions with tilemap objects. Tilemaps are more like static background. What I would do in your case is using sprites with two "animations" for objects that can be destroyed by the tank shells (like trees, walls...). If a shell hits a sprite, it changes it's "animation" (just one picture in this case, like from a whole tree to a broken tree).

    If a shell hits the regular ground (like gras), I would just spawn a crater-sprite. No need for collisions here. You can use like a 1 second timer to spawn a crater and destroy the bullet after it has been fired.

    A nice performance boost would be to limit collision checks to objects on screen or to objects in a certain range of the bullet.

  • Hi, thanks for your reply.

    I tried to recreate the problem in a less complex project. It's about updating the Z order. I succeeded in recreating it but I run into a second phenomenon.

    First effect remains: the Z order function will only work when called with something like a keyboard action.

    Second effect: the updated Z order will appear on screen only if you resize the window (using NW.js preview). Without pressing the key, the window resize won’t work, so the first effect is not affected by this.

    The indicator for an updated Z order is the lowest face, it will appear on top of all the others if working correctly.

    Project file:

    https://ufile.io/tondnq8m

  • Hi folks,

    I have problems calling a function from another function if said function has a "for each"-condition. I have no problem calling the function with something like "on p pressed". Anything I did miss here? Thanks!

    Tagged:

  • Of course, the "Regenerate Pathfinding Obstacle Map"-Event. Thanks a lot!

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  • Hi, Im trying to spawn solid objects, but they apear to lose their solidness... The behavior and collisions are set to enabled and solid is on initial state enabled. I tried to enable bot with an event after spawning to be sure. Yet objects pass right through them and pathfinding doesn't go around. If I place them in the layout before starting everything works. Any ideas? Thanks!

  • Hi,

    I would love to know if there is a way to set just a certain color or colors in a sprite to transparent. Since the Replace Color effect can change e.g. something red in a sprite to yellow, I wonder if it could make certain parts of a sprite transparent. If yes, how? Or is there another way (besides doing a sprite animation) or effect to achieve this?

  • Hi there,

    I was wondering if it is possible to prevent (full or partly) transparent tiles in a tilemap to "erase" formerly placed tiles from the same tilemap on the same layer?

    Reason: I'm working on an isometric tilemap. The backround tiles are rhombus(diamond)-shaped and if I want to place them seamlessly, they erase parts of the formerly placed tiles next to them.

    Yes, I could place two identical tilemaps where one is shiftet 50% of its tile size to the side. Thst would work, but it would be a hassle to switch between them.

    Many thanks!

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Cavaron

Member since 6 Aug, 2017

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