More hitboxes!

Post » Fri Apr 07, 2017 5:36 pm

Message: Degen can only post plain text URLS until they have 500 rep. 1 URLS modified. Why?
Hey everyone! I'm a student in game developing and I have been using Construct 2 for quite some time now and I have a suggestion for the release of Construct 3.
I feel like the hitbox feature that exists in Construct is very limited right now, since there is only one available.

Let's say I have a character who uses a sword and want enemies to get hit by the sword but not be able to hurt the character if they hit the sword. I know you could make a new invisible sprite that is pinned to the sword. But that can get quite messy if the character was to swing above him to in front of him. You would have to make that invisible sprite rotate as the engine is counting frames on the animation.

Instead I would love to be able to add more hitboxes to my character which then I can talk with through the event graph. In this case, one hitbox for the sword and one for the character so I would be able to adjust the hitbox for the sword in the editor frame by frame.

Here is a picture I made to demonstrate what I mean: http://i.imgur.com/DVwXuz8.jpg

Cheers :)
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Post » Fri Apr 07, 2017 5:39 pm

Construct 3 Feature requests can be submitted and voted on with the new submission platform.

announcing-the-construct-3-suggestions-platform_t190165
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Post » Fri Apr 07, 2017 6:00 pm

Using invisible sprites to represent hit boxes is very standard traditionally, and flexible to boot.

Regarding your specific problem - Utilize imagepoints. Every tick set colission object to "joint" imagepoint, set angle towards "tip" imagepoint. Or use pin-to-imagepoint plugin.

Using invisible sprite objects gives you much more control over them from the event sheet, without any additional syntax fiddliness that comes with having to describe collission boxes within an object - which collission box? How many points? Which point? Angle/Size? All of these are already described and accessible with existing systems in the sprite object.

Extra huge bonus: using invisble sprites allows the "hitbox" to extend past the boundaries of the original sprite.
Mistakes were made.
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