deadeye's Recent Forum Activity

  • I can't really tell because the player is moving around a lot but it looks to me like those plants are 3D plane objects with a mesh distort animation on them.

    You can get a similar effect by adjusting the height and angle of individual plant leaves with a sin/cos oscillation. Just be smart about where you put your hotspots. They should go at the base of the leaf where it connects to the plant, or the base of the plant where it connects to the ground. When playing your demo it looked to me like the hotspots on your plants were closer to the center, which made the bases wobble back and forth.

    I would only use that level of separate-leaf detail on very foreground plants, though. Having full plants and flowers in the mid and background should suffice, and only put composite leaf-by-leaf plants in the foreground.

    Also, you can change the period and range of the Sine behavior so if you want the plants to do something like bend to one side in the wind you could bump up their angle period so they "flutter," as well as skewing them in the wind direction.

    Ultimately though you might find you have more control over how they move by doing this with solely with events, rather than having Sine behavior on them. And you don't really need a shader.

  • Why BinFile? Not every file is binary. Every file is a file .

    Because it's a file packed in the binary. "Binary" being another word for "executable computer file."

  • Basically, the gist is that manual Jump actions don't respect jump sustain. So if you tell an object to jump with an event (instead of the object receiving an actual a control press) then there will be no jump sustain, because basically there's no action that says "hold the key down for a while to sustain the jump." And since there were no official player 2 controls previous to .99, the only way to make a second player was to manually tell a second platform object to jump with an event.

    Now, in .99 and above, there are proper second player controls that can be configured in the app properties, so you can set up real jump controls and have real jump sustain for a second player. So if you're lucky enough to be able to create and export your project with the unstable 0.99.2 build by the time your project is due then you should be golden.

    But if you don't want to take the chance that you might not be able to finish an already risky class project then I suggest using 0.98.9 and just not having jump sustain.

    And I guess that's all rather beside the point. Here's how you manually make a Player 2 with events:

    Start of layout -> Platform2: Ignore Input (on the P2 object)

    Key (move right key) Is Down -> Platform2: Set X Component of Motion to positive amount

    Key (move left key) Is Down -> Platform2: Set X Component of Motion to negative amount

    Key (jump key) Is Pressed -> Platform2: Jump

    Those are just the basics, though. You will need to tweak it a bit to work properly.

  • Yes, it looks messed up on mine too.

    If it were working properly, though, the white/yellow gradient you have would turn out like this with Multiply:

    <img src="http://i42.tinypic.com/v6izk7.png">

    So if you're trying to make a vignette effect then I would just make a gradient that goes from transparent at the center to black at the edge and not apply a shader.

    But, uh, yeah, that's a bug that needs reporting anyway.

  • ^^^ oops, posted that while my bro was still logged in Above post is mine.

    What are you talking about?

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  • But when I hit ships they suddenly obsess with docking on me and firing out?

    They've got Ghost Shooter AI.

  • selected layer

    Now THAT I can rally behind! You don't know how many times I've opened a .cap and added however many objects only to find out I've been working on the wrong layer

  • That's true, I didn't think about that. I think it needs a nice, snappy name like AppPath, though. Something short, sweet, and to the point.

    "BinFile" or "ResFile" or maybe "Banana"

  • That's a good idea, actually. How about calling it getfilename("resource name")? If it hadn't already, it'd just dump a resource to a temporary file and return that path.

    If not "Bin" then how about getResource("name.ext")? getfilename might be a bit confusing, as folks might think they're getting an actual external file. Might as well call a spade a spade.

    Submit it to the feature tracker.

    Okay, will do.

    E: Done

  • Okay, pretty good so far . I think the movement on the player is too speedy though. Especially the fall. If you fall for more than a few feet and then winch something you won't be able to pull yourself up because you're falling too fast.

    Also, put some damn floors in your demos, I want to play more than five seconds without having to restart

    Looking forward to seeing more

  • ARGH I'm gonna winch you for not zipping a folder

    jk, trying game now...

  • We have an "AppPath" expression, and it's really useful for loading external files.

    I propose a "Bin" expression for loading files stored as resources. Any files, whatever they may be (as long as it's a file that some object or construct itself can open).

    The idea came to me when I was thinking about the .mesh files exported by the mesh editor. I thought it may be possible to do a sort of frame-by-frame animation on a mesh by loading a series of .mesh files. I thought storing the .mesh files into the binary might be nice, but then there'd have to be a "Load mesh from resource" action, etc. Then it occurred to me that if you were allow the loading of files from binary, you'd have to add the "Load file from resource" action to all objects for whatever other file types, and that wouldn't really be necessary if you had a more general "Bin" type expression.

    It would also be useful for text files, .ini files, hell... even .jpgs or whatever else. Wherever you have to load a file, just use

    Bin "filename.ext"[/code:hfo4t2zi]
    
    Of course, this feature would have to come after the capability to use resources for more than just sounds.
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deadeye

Member since 11 Nov, 2007

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