ErikSwahn's Forum Posts

  • Sounds like a collision box issue. The collison box is probably larger than the sprite and needs to be adjusted.

    The collision box is adjusted perfectly, though i think it's a screen render issue due to the pixel rounding being "off". It only shows from time to time, for example if the player stands on a certain hight. The gap is less than a pixel wide and about a tenth of it.

    Maybe there is a fix to this in the other properties?

  • I am making a pixelated game with the pixel rounding property "off", getting smoother camera follow and such.

    However, there is a small gap from time to time between the player and the ground, smaller than one pixel in-game. It looks quite ugly since he is slightly hovering above the ground. It's barely noticable but still quite annoying. How can I fix this without lowering the hitbox of the sprites (I want to keep exact meassures for them)?

    I noticed having the pixel rounding property "on" solving the issue, but I still prefer it to be "off".

    Any help is much appreciated!

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  • I am such an idiot. Did not think of the "compare instance variable" condition with "door.type" = "lever.type" etc.

    Many thanks though!

  • >

    > It seems to work quite nicely. The first enemy opens the first door. They all have the same variable at 0 however. How did you connect the first enemy with the first door exactly?

    >

    They all start with variable at 0 so on the:

    On start of Layout | set InstVar to Self.IID

    it replaces the variable with each object's respective INSTANCE ID. You could start there or manually assign the variables.

    I like using that since it takes less work. Now it's just a matter of repositioning the enemy sprites. You can even modify the capx so instead of destroying the enemy it simply toggles a variable to open/close doors...

    Aha, but is there no way to compare if they just have the same value to an instance variable called "type"? If they both have one and shares the number "0" for example. It would be super easy to just drag in the "lever" and the "door" and then set their instance variable's value ("type") to "0".

  • Here: https://www.dropbox.com/s/g9hnzyf6tim0m ... .capx?dl=0

    It seems to work quite nicely. The first enemy opens the first door. They all have the same variable at 0 however. How did you connect the first enemy with the first door exactly? I want to be able to set the variable to the same for those to connect.

  • I want to make doors open using levers that are placed either next or far from a door. I also want these to affect each other through having the same variable. For example, lever 0 controls door 0, lever 1 controls door 1 and lever 2 controls door 2. One lever might even controls two doors if they share the same value, or vice versa. So instead of making more sprites for each lever, I want to just set their values the same.

    How do I compare this in the events sheet?

    Could someone show an "example picture" or explain this to me? Thanks.

  • Thank you.

  • Yes, those options have been overlooked. Are these the only alternatives? Objects will have to be placed in front of others only when their image point is lower on the Y axis. So in logic, the more Y the more Z. How can I implement this?

    Thanks for answering.

  • Some of the characters needs to be positioned in front of others while in-game. If one actor steps in front of the other for example. Top-down view game. Slightly angled.

    Any help much apprechiated!