jwilkins's Recent Forum Activity

  • The scenario occurring here is that I have a "CreatureCollision" object that occasionally spawns a "Damager" object, in this case a sprite that shows a "bite" animation.

    This issue has me convinced I am losing my mind. I have verified and re-verified the following:

    1. "Destroy with Pinned Object" is turned on for "Damager" object.
    2. Neither the pinned "Damager" object or the family it is in has any event that turns off "Destroy with Pinned Object". I don't use that action anywhere in the entire project
    3. Once pinned, "Damager" is never unpinned. I don't even use the "unpin" action in this project anywhere.
    4. The "Damager" object is pinned to the correct "CreatureCollision" object, and the "CreatureCollision" object it is pinned to is being destroyed.

    Despite this, if I destroy the "CreatureCollision" object while this "Damager" object exists and is pinned to it, the "Damager" does not get destroyed with it:

    The floating teeth are abandoned "Damagers" that had their "CreatureCollision" objects destroyed.

    I have several destroy conditions for "Damagers", these include destroying the object after a certain duration, destroying the object after a certain distance has been travelled, and destroying the object after certain tweens have played.

    For these particular "Damagers", they should be destroyed after a "shrink" tween plays (which they do fine if their "CreatureCollision" object is not destroyed) and the aforementioned "Destroy with Pinned Object".

    I'm kind of at my wit's end here. Any suggestions on what I should be looking for that could possibly interfere with something as straightforward as "Destroy with Pinned Object"?

  • looks a bit like z fighting, maybe set the shadow layer z elevation to 0.01 or so

    That did help! I didn't realize you could change the Z elevation of layers, thanks for that. The effect is mostly gone at 0.01, but I still get literal edge cases on the shadow edges when it's being cast from an object that is already behind shadow:

    I don't think it's z-fighting this time, I pushed the Z elevation to 3 units and still got the same effect.

    EDIT: Figured it out, my shadow light was on a separate layer from the shadow casters, once I matched the Z elevations of both layers it started working again.

  • I'm making a 3D top-down shooter, and I've run into a weird visual glitch that comes and goes with my shadow caster objects:

    In-game it is much more annoying, as it constantly flickers and creates loads of visual noise.

    I have my Shadow Light on its own layer. The effect only occurs sometimes, when the camera is at the "right" position and the "right" angle, but there's no pattern I can see causing it.

    This did happen a while back, and then it went away, but something I've changed must have messed it up. Any suggestions on what I should be looking for?

  • Anyway around this that doesn't involve creating another object to pin the orbiter to? I've tried setting up the target x/y before pinning, but it just defaults to the origin of the pinned-to object no matter what I do.

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  • As an example of what I am talking about, No Man's Sky will give players quests where the objective involves navigating to a specific location within the currently generated solar system.

    Obviously the game is not storing the tens (or hundreds) of thousands of structures strewn across a solar system in data, it's locating them and then setting a waypoint, but how?

    In my own project I have a 2D overworld. I also have quests, that I would like to point players to specific structure types (house, hotel, store, ruin, etc) when the quest is generated.

    Currently I do this by running the terrain generator for X by Y tiles and have it check to see if one of those tiles is the requested structure. This mostly works... for now. The more unique structures I add the less likely this returns the location of a requested structure type.

    One way to combat this would be to have a failed check try again by moving X tiles away from the last check in one direction, repeating until it finds what its looking for. This would work, but it could lead to very long loops unless I cap it, and then you just end up with failed checks again.

    Any suggestions from anyone with experience in this?

    Tagged:

  • DiegoM hrm, that's disappointing. I guess my confusion here mostly comes from the fact that these tools exist in the tilemap plugin, just not in the brush editor, it seems like it would just be a part of both.

    It's a bit counterintuitive that a tool meant to speed up tilemapping would be missing features that can be reproduced manually. Would really like to see this feature added in the future since the tile brush has a lot of wonderful functionality otherwise.

  • I feel like I must be missing something obvious. I recently discovered that you can tell construct to place tiles using the tilemap paintbrush during runtime. Great! I could replace my tedious code that handles this for me when building procedural dungeons.

    Or it would be great if I could just mirror/rotate the tiles in the brush editor, but I can't find that. Is it just not possible, or am I missing something? Is the intended solution to have duplicate tiles that are mirrored/rotated in-image for this situation?

    EDIT: Accidentally posted this in the C2 forum,reposted here after deleting original topic.

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  • That is very handy to know going forward, thanks for the insight!

  • Also, just saw your previous posts dop2000, there are no waits in any of the functions being used here. There are no waits in any functions in this project for that matter, unless I very specifically needed them and used them knowing picking was unnecessary from that point onward.

  • It was, most PlayerFamily objects are not swimming, and I actually never tested the issue with one that was swimming.

    IsSwim is just a boolean that gets set the moment a player enters water, and then it gets updated to false when the player leaves the water.

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jwilkins

Member since 17 Dec, 2016

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