Roccinio's Recent Forum Activity

  • i had a hard time understanding what you are trying to accomplish but i think i know what you need.

    you want to be able to "kill" your enemy's or bounce off them when your player collides with them from above?

    if yes try this:

    create a square box(sprite) that has almost the same size as your character.

    set to invisible from properties and then give it the platform behavior.

    delete the platform behavior from your character.

    set:

    every tick set position to another object your new square sprite to your player.

    now you move your square and the player moves along.

    square on collision with enemy and

    platform is falling------------------------------------------- set square platform vector y to -500.

    thats it! your player now bounces off enemy's.

  • glad i could shed some light to your problem and i wish i had all his info before i had started designing my project.

    if you create a simple project then c2's standard tools are more than enough. but as you start to explore and expand then a lot of issues start to occur which for me is normal otherwise everybody could design a quality product.

    but since most of us that use this tool don't have either programming skills or the budget to hire people to custom solve all the problems that emerge we are stuck with either adjusting our expectations to the current software status ,try to figure out creative ways to overcome the shortcomings or wait and hope our software will improve over time .

    to give you an example on this try and use spriter for your animations.the difference in quality between tweening realtime and png's is HUGE!

    of course not a lot of people have the time and the talent to use that tool but to those who invest on it the results will bring them ahead of the rest of the pack.

    and then you start to realize that this technology conflicts with the other one and here we go again from scratch!

    quality video game creation is a tough business and not for the faint hearted

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  • if you use point instead of linear sampling then your png's become distorted.in some images you will see that more since it has to do with colour combinations and thin lines.and thats why you think some images are ok and others arent.in matter of fact if you use point all pngs loose quality.

    now using linear instead of point is the solution to your problem until things start to move.since pixel rounding "off" renders sub pixel instead of integer like "on", you start to have seams between tiled sprites.if you use "on",

    seams disappear but you have a loss in smooth movement since it renders integer and becomes a little jerky plus you have loss in picture quality.

    it is a $#@%$@#% situation especially for us that use spriter since we cannot use pixel rounding "on" because spriter renders subpixel and the tweening gets destroyed and on the same time we have seams using the tilemap plugin if we are at "no"!

    so i had to revert to old school tilemaps as animation frames and it works in crome without seems and perfect picture quality until i export it with node webkit and it looks like swiss cheese between tiles again.

    Ashley says that thats the way it is but i will fight until my last breath until he figures out a solution since i know he can(i have faith in him ) because most complex projects start to hit that wall between quality and seams.

  • please read ashley's "performance guide"

    it is generally a bad idea to use big images since it has a huge impact in performance.you should always try and use tiled backgrounds and tilesets for your scenery,

    creating tilesets gives you the creative freedom to change anything on the fly. imagine that you created a huge level as one image and down the road you figure out thet your player needs to jump a lot higher to reach the next platform.what do you do? you either change the players jump strength and you destroy the rest of the level design or you go back and redesign the whole image on photoshop! not to efficient dont you think?

  • i have about 120.000 collision checks per sec and it runs at 60 fps on my pc. so i guess everything is relevant depending on which platform you want to publish.

  • Ashley +1

  • shirokuma

    me love you long time!!

  • i want to be able to trigger my animation with the "on fall" command but if the player is falling more that lets say 30 pixels.

    is there a way to compare the difference in .y while he is falling ?

    i thought i was close with systems expressions like PlayerSprite.Platform.VectorY but my brains cpu got overheated ,so i quit and ask for your help!

    so something like this

    platform on fall

    subevent if y pixels are more than 30 from previous position when he is falling then play my animation.

  • so we need to go back in time again and install ancient history! :p

    thank you for your info!

  • here is the first ever pic of my game !

    see what i mean about the rectangle and the scml animation?

  • maybe i did not understand your answer or you did not understand my question.

    of course i use a rectangle for my scml animation that i have every tick on top of it.this is the most basic stuff out there.

    my problem is that i have created a tilemap set that has slopes as well.so when my box is ascending the slope then the bottom right corner of the renctagle (if i am going to the right) touches the slope(and the rest of the box is in the air) so my player shows like floating in the air.bounding box is only good if is on a flat surface.

    is there a way to rotate a few degrees the scml animation during runtime when the bounding's box corner touches the slope?

    i could post here a capx with your basic platformer pack character but i dont know if it freely available to all so i wont.

    please advise because this is holding me back since every enemy and the player as well look retarded moving up and down the slopes.

  • Allchix

    if you use fade behavior on your scml spriter character it works so i guess flash behavior would work as well.

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Roccinio

Member since 3 Oct, 2013

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