Thanks for the earlier response, I've been playing around and got a lot of things to work, and it's great so far. Unfortunately I have run into some concerns.
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Anyway, I'm trying to figure out how to set up enemies in my 2D action game. In it, you can attack with one character and hit an enemy. I figured having a family for all enemies with common instance variables and behaviors would be a good idea, so I did that. For the object, I set it to the SCML one. Probably I'll do it so that each enemy has its own scml file, for about 20 different enemy types (including bosses).
The issue is that the SCML objects have their own collision box and this is used by Construct 2 for:
- general collision detection, of course
- shadows (shadow light object + shadow caster behavior)
- interactions between solid objects
When checking interactions between two objects with the "solid" behavior, C2 uses the collision mask of the object with the behavior. I can adjust this slightly by linking the scml to another object and changing said object, but in the end its collision mask is not going to match every frame of every animation--it's just going to be something static. So... what am I supposed to do if an enemy is say, lying down on the ground or in some other pose where their shape changes dramatically and a single rough & static collision mask won't fit the object?
Shadow issue is basically the same thing from what I can see, just a different application. It's using the SCML object (or in the player character's case, the sprite object that is pinned to the SCML object) and using that to draw shadows.
I tried maaaaany different things and did hours of researching or I wouldn't bother rambling about my problem here. There were issues with putting the shadow caster behaviors on many different places (such as the sprites) and I think it's just going to be difficult to handle this when it's not integrated into the Spriter object behavior and I don't fully understand how exactly the Spriter object does what it does.
I could do without shadows, but objects not having solid behaviors would just look and function oddly. As for the collisions, it's extremely confusing and I'm not sure what to do but at least I have control over the interactions, unlike the Solid behavior.
Thanks for any advice/help anyone can offer.
UPDATE: After a ton of thinking, research, and coding, I managed to work around the collision boxes issue by using families, containers, and some crazy code and as of right now I think I've got everything working, though it needs more testing. I still haven't fixed the issue with the solid or shadow caster behaviors though.
I also have some issues with Spriter I'd like report... hopefully it's just me being bad, which it usually is.
Sometimes renaming files at the top-left doesn't work, if I try to like, rename something and then rename another thing. I haven't been able to figure out what exactly causes or fixes the issue but it can be somewhat inconvenient when I keep double-clicking and it won't rename. Maybe there is some trick to it I'm missing or maybe it's a bug, I don't know.
Meta data: when I adjust basically anything in the timeline, the existing meta data I have (just tags for now, but I want to try out variables in C2 as well, since I haven't found anything on how they work) just disappears. The key frames for them or whatever disappear and I have to re-add them, which is... well, obviously not cool.
I feel like I'm doing something wrong in adjusting the tags, but I can't figure out what. :
As always, thanks for any help.
Update 2: Meta tags just... aren't working for me. Aside from being glitchy in Spriter, after several hours and various code tests I cannot get the different tags to function correctly in C2 either. I checked the JSON file and it seems like it's right (though I couldn't tell you confidently without a little more info about the format) but I'm just having no luck.