igortyhon's Recent Forum Activity

  • That solution changing the bottom of the collision polygon does work, but I remember encountering some weird glitches if I did that, so I'm not sure if I'd recommend it.

    IIrc construct has a build in (hardcoded) threshhold of how far up a sprite can go instead of getting stuck. But a quick test gave me inconsistent results. Sometimes I'd get stuck at 2px already, sometimes I got stuck at 5px. Not sure what to make of that.

    Anyway, perhaps you can design your game to not have such singular pixel differences?

    I need to see a concrete example of a problem. To understand how to solve it.

  • Start the timeline when the subject camera arrives.

    + Camera: On MoveTo arrived-> Play Timeline 1

  • I read something like that:

    "It´s a good idea to have a single (invisible) sprite without animations that serves as the characters collision box and have the actual sprite pinned to the invisible one."

    But I didn't quite understand what it was. Could someone help me create it?

    Please see the example. There is a hidden hit box.

    https://editor.construct.net/#open=kiwi-story

    I recommend to read the other examples.

  • You can angle the collision angle to solve this.

  • kibaga.org/c3-example/file_uploads/index.php

    I did an example of this recently.

  • Thank you for your contribution to the community.

  • If the object is on the layout, it is already in memory and the action is instantaneous.

    If no instance of the object has been on the layout and you create it via "spawn" or "create", it will take some time before the object is loaded into memory and interaction with it begins.

    I did not change the delay.

    I don't understand what folders you are talking about.

  • I've been researching this case.

    I determined that the player was hitting a solid red object and stopped. He was just 0.1 pixels short of the blue object and the colision did not work.

    This case can be called artificial and it will not happen in a real game.

    But I wanted to solve this problem. There is an option to attach an invisible sprite-sensor to the threat, which will be 1 pixel larger than the player and will be responsible for the collision.

    Here is an example.

    kibaga.org/c3-example/file_uploads/index.php

  • Depends on your game design.

    There are ball games where everything is based on physics and the randomness of bounces and ricochets.

    If you have a different meta and you are building a passing system, you can use a bullet.

    I usually when in doubt, I make two versions and play myself and let my friends and family play. It allows you to choose.

    Sometimes out of 10 implementation options only one has a fun game. Sometimes it happens that I realize that it is not interesting and just close this project.

  • I checked there anamation was starting constantly from the first frame and that was the problem. The solution to which turned out to be too ugly.

    So I modernized the version with the angle and added animation there, I think this version is the most logical.

    kibaga.org/c3-example/file_uploads/index.php

    The others I delete they were not worthy.

  • Let me see now, which is option 1 or 2?

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  • (deleted, see below)

    This is the second variant, here without angle detection but only by button presses.

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igortyhon

Member since 22 Jul, 2020

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