AnD4D's Forum Posts

  • Thanks Nimtrix,

    Still following a mouse though rather than keyboard, and that Diablo example is showing 16 animations and 22 lines of code with quite a bit of math that goes over my head to produce 8 directions of movement and 2 types of animations.

    It's impressive stuff, but I imagine it'll become very tricky when I come to do this with 32 directions and a dozen different animations for each one.

    I guess there's no straight forward way to hit my goal on this one then. It's a brilliant feature in the other program, and I hope something similar can be introduced into Construct 2.

    <img src="https://dl.dropbox.com/u/50465867/Construct/ArrowEditor.jpg" border="0" />

  • Thanks Nimtrix!

    Yeah, something like that (very clever by the way)! I'll need to study it a little more, but do you know of a way to have the arrow look in a direction based on movement, rather than looking at an external source? I tried adding the car behaviour to this one, and it just started rotating the sprite. Turned that off, and it didn't rotate anything at all.

    I intend to tie this in to movement with path finders, arrow based control, etc. In the example I included, the 'behaviour' movement was using the car movement. I hope to eventually have around 50+ characters moving around a layout all using this kind of 'look'.

  • Ahh, can you save the project you are working on as a single file, and then upload it to a public folder somewhere? DropBox is great. We can then see the program you are working on, and where the error is, fix it and tell you how we did it or how you should do it.

  • Capx please?

  • <img src="smileys/smiley2.gif" border="0" align="middle">

    The break animation was doing its thing, but below the grass. I added a new event that sets it to move to top of layer. It might be a good idea to set up a separate layer for breaks that is always above it.

    Here ya go

  • Hi guys,

    looking at creating a character that can walk around a layout with believable movement, meaning that I can have around 32 different angles the character can face. I'm able to do this with 4 directions changing the angle, but that required 4 different animations, and an event to go alongside each one. Doing this with 32 different directions will require 32 animations for standing, 32 more for walking, etc, etc.

    Please find the below link to download a test version I made in another program: Click here

    This took about 15 minutes to put together, and didn't require any events, but I know when I do move onto event editing, it'll turn into a real chore, so ideally I'd like to do it within C2. I've also attached the images I've used, so if anyone knows of a super easy/clever way to pull off what I show in the attached, that'd be great!

  • Can you post a capx?

  • What do you want to happen if the ship hits the planet? I can push it around until it stops. If you don't want it to ever stop, or be moved by the ship, I'd give the bullet movement a go combined with the physics. This will allow the planet to move the ship, but may result in some unusual 'crushing' behaviour.

  • Hi Rhindon, Cool Avatar!

    The set up is based on a black sprite for the background - Plain, ordinary... nothing special. The light sprites were created externally. Just a circle with a gradient edging. White fading to transparent. These sprites have an effect > Blend mode added to it. Click on the Sprite and check the list to the level. It should say "Normal" as default. Change this to "Destination out" and you're done!

    As far as I am aware, this only really works with black and white sprites, but I may be mistaken. Give it a go, and let me know if you have any issues.

  • AnD4D - Tagged for when I get home! Awesome stuff!

  • Hi guys,

    I've updated the movement so that it is physics based, and tidied up the movement a little. It's very difficult trying to make this intelligent. At the moment, the red ship isn't set up to fight, just fly around.

    Problems so far:

    1) The red ship will activate thrusters on the side when he's turning. Problem is, one or the other is always on, as he's always rotating, however slight it might be.

    2)I can not figure out how to have the zoom show all objects on screen if I decide to add others at a later date. I can handle 2, but that's it.

    Any help or advice appreciated.

  • Yeah, I can create the movement if I control it, but m intention is to create asteroids movement but AI controlled. I also can't stop the ships leaving the layout unless I apply dampening.

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  • If I press file > new, I can see the mechanics for a vertical scroller appear as a template. Do you get that?

  • Hi guys,

    I'm trying to set up a layout which allows 2 ships to be controlled by AI, and move realistically around the layout. I have a very basic movement set up, and the ships are "intelligent" enough to avoid leaving the layout, but it's not anywhere near perfect.

    Ideally, I'd like to use the physics behaviour, but I have more control with the Custom Movement. If the ships approach the edge of the level, they slam on the brakes. I can turn on physics dampening, but I don't get the same results.

    Space Ships

    Does anybody have any advice on how I can improve the movement. I'd like the ships to automatically avoid one another, but try to get close enough to shoot each other. Very hard. Much easier in my head <img src="smileys/smiley36.gif" border="0" align="middle"> I have a good idea for that though, but I'd rather get the movement a bit more intelligent.

    Any advice is appreciated.

  • LOL! Well that was an hour wasted... <img src="smileys/smiley36.gif" border="0" align="middle" />

    Thanks newt!