oosyrag's Forum Posts

  • I had just been thinking about some procedural generation ideas, no actual project in progress at the moment, so higher level conceptual explanations or resources rather than specific code would be appreciated.

    With the noise plugin, I can generate values say with the Voronoi noise algorithm and end up with something similar as depicted at construct.net/en/tutorials/getting-started-advanced-30.

    More specifically:

    1. How do I define or identify edges and nodes to apply additional noise? So that they are not straight edges, while keeping the intersection points in place.

    2. How do I apply specific noise profiles to cells (biomes) while taking into account neighbors for smooth transitions so that there are not jarring "elevation" (value) changes between neighboring cells along edges?

  • You can create amazing and great games if you put in the effort.

    Your belief that the engine is only for children under 12 years old is fundamentally wrong.

    dropbox.com/s/m6x32uzqcjlf8sk/VisualLOS.c3p

    I already gave you the solution for how to achieve the effect you want but didn't want to do it. The definition of a crutch is having someone else make something for you so you don't have to do it for yourself.

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  • > Line of sight won't check every pixel within the collision box of every object that needs to be checked, that would be absurd. The origin point makes the most sense.

    >

    > A solution would be for you to use a invisible helper sprite as a ray to check for overlap.

    > construct.net/en/tutorials/lightning-fast-raycasting-587

    Why check each pixel if you can check the points of the collision mask? Your implementation is crutches. I pay $ 100 a year for 3 beta, and would like to have some obvious things right out of the box.

    Because if you checked the collision points only, you would have issues detecting any collision at all half the time even with nothing in the way due to rounding errors.

  • Line of sight won't check every pixel within the collision box of every object that needs to be checked, that would be absurd. The origin point makes the most sense.

    A solution would be for you to use a invisible helper sprite as a ray to check for overlap.

    construct.net/en/tutorials/lightning-fast-raycasting-587

  • Use an extra invisible helper hitbox while sliding to detect obstacles. End slide only if hitbox is clear.

  • One workaround would be to move your object positions of interest into the layout bounds.

    Basically move the world around the player, rather than moving the player.

  • You're going to need to be more specific, there are hundreds of ways to present a tutorial.

  • The bullet behavior with gravity should be sufficient.

    Showing the trajectory is more complicated. You can use the drawing canvas to draw it out, or perhaps make a dotted line with sprites at set intervals.

  • Link expired, still need help with this?

  • construct.net/en/tutorials/supporting-multiple-screen-sizes-77 has everything you need to know, although it might take a little effort to apply.

    You shouldn't have to worry about sprite sizes if you're using full screen scaling, as that is automatically taken care of.

    You can get the window size via system expressions if you want fine control over high or low resolution assets, but that is usually unnecessary.

    The thing you will need to adjust would be the position of the sprites depending on the position of the screen edges. The second page in that tutorial gives more information about that.

  • How are your collisions set up now?

  • Step 1: Set up your save load system.

    Step 2: Don't change it between versions.

  • All events are AND blocks by default. All conditions must be met for the event to run.

  • Keep track of which touch initiated the jump by saving touch.touchindex to a variable upon triggering the jump.

    On Nth touch end

    Triggered when a given touch number releases from the screen. For example, On touch 1 end will trigger when releasing the second simultaneous touch (given that it is a zero-based index).

  • info.sonicretro.org/Sonic_Physics_Guide

    Literally has everything you need.