SoldjahBoy's Forum Posts

  • There were meant to be some revisions to the Bone system for the animation side of things.. such as a timeline so you can drag a slider back and forth to see how the keyframes look during tweening.

    This would help a great deal in perfecting the movement of various things, like legs for a walking animation... body "bob" and more natural looking movement in general.

    Currently as you know, the result tends to yield a strange "skating" or "floating" look when you animate legs/walking in particular. If you have a reasonably good grasp on how animation works you can usually mess with it enough to get a good result, but as UberLou said it tends to lend itself to being a pain in the butt.

    I have recently started playing with bone animated characters again... and I for one welcome the proposed revisions.

    Having said all of that, the fact that a bone system even exists is fantastic. Without it, we would be limited to old-fashioned animating, or having to learn some freakish math to make IK solvers and stuff like that.

    Nothing wrong with being wishful as long as you are grateful as well.

    ~Sol

  • Quazi made one for me as an example using physics and sprite distortion. I can post it up here when I get on my other computer later if you are interested.

    ~Sol

  • I have found bugs related to the post by the OP.

    Adding variables to families sometimes yields strange results... such as the family NOT having the variable applied, but the objects inside the family having the variable.

    The only thing you can really do in a situation like this is remove all variables from the objects individually, and use the family manager to add the new variables using the family manager only.

    I have reported the problem to Ashley... it seems the way variables is applied is a bit weird (according to Davo).

    I guess a lot of people haven't come across this issue, since it seems to be OK most of the time. I only came across it for the first time ever about 3-4 days ago. I think you have to be pretty unlucky to end up with this problem, but alas... "pretty unlucky" is my middle name.

    ~Sol

  • http://www.scirra.com/forum/viewtopic.php?f=17&t=6142

    Also someone green or red should sticky the link.

    Us greenies can't sticky things for some reason...

    has to be a red guy.

    ~Sol

  • I also agree.

    I also suggest making a similar log for the last tick on a debug run... for the reason of EXE crashes.

    If there was also a log file for that which recorded the events that have run or attempted to run for the current tick, it may help narrow down things that are causing instabilities in the runtime.

    ~Sol

  • Sensing a little defensive response there, so take it easy. I meant the need to rename something just to keep a casual user from realizing it's an image/whatever. That's the silly part.

    I don't think the extension issue itself is silly, so relax.

    He explained his reasons quite well. If you can't see what Krush is talking about and think it is silly, then really it's your opinion. It's also fairly obvious you either didn't read, or didn't fully understand his post explaining why.

    Not intending to nit-pick... but you should really avoid reserving judgement for things that may not make sense to you.

    *EDIT*

    Just to clarify, so you don't think I'm being a ********** I thought the same thing as you when I first read the original post. After reading Krush's reasoning/explanation I completely agree with what he says.

    ~Sol

  • I haven't seen UberLou for awhile... wonder if he is still working on this or not? O.o

    ~Sol

  • I wondered what had happened to this... nice to see you are working on it again

    ~Sol

  • Where can i find that wikd plugin please tell me or post it pleaaaase.

    I will leave that up to Lucid, however I highly recommend RENAMING it so it is used as a separate plugin to the normal physics plugin to avoid situations like this in future.

    ~Sol

  • That is an excellent idea, though I'm a terrible artist. I'm thinking of making a light sound library for Construct users, how do people feel about that would you find it useful having a set of jumps, footsteps, shots, engines etc place-holder sounds you can use that isn't retro sounding?

    Sounds like a good idea to me (pun intended)

    Make a thread if you want, we can throw them in there

    Also, great work Steven I like them. They have a particular old-school charm to them while having that modern overtone to them.

    ~Sol

  • I'll make an exe here in a few mins, I'm not on the right computer for that.

    ~Sol

  • Hehehe I found Quazi's post from the Bone Character thread made by Rich way back....

    after seeing the bone movement, the first that came to my mind was implementing a system similar to how bones are set up, for the physics behaviour. if you could implement a similar editor for physics that would be amazing, letting us easily set up vehicles and belts, ropes, ect.

    you choose a root object (like you do with bones) and then when you press edit you could add other physics objects to the hiearchy in a similar way to how bones work. you could then hinge or fixtate or spring those objects to each other in the editor, in a fashion similar to Phun (while paused).

    i find it very tedious and blocky/unprofessional/glitchy to have to hinge a vehicle toghether at the beginning of a layout like we do now, this system would make physics vehicles a breeze. and if youre able to make boned objects into ragdolls (which would be totally awesome!! ), this shouldnt be that different.

    He hit it spot on way back then...

    ~Sol

  • Seconded

    ~Sol

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  • Lol, I saw this thread an immediately thought you were going to make a mouse controlled ****** game, where each hand is controlled by a separate mouse... hahaha, I have no idea why I thought that.

    Yes, this feature would be nice. *Hides secret ****** game project*

    ~Sol