deadeye's Recent Forum Activity

  • Okay, here's that example:

    http://willhostforfood.com/files3/6572650/balltoss.cap

    Press Ctrl to spawn a ball. The ball's angle and speed is dependent on the direction and speed of the player at the time it's thrown. It uses the Ball behavior, and probably doesn't do exactly what you need but it should give you an idea where to go from there.

  • For most things having a single box sprite like you do for your platforming object is best, but it's also good to know when to break the rules

    If you make a 180 angle for your platform object, then you can detect which direction it's facing. Just make sure the hotspot and size of the sprite are exactly the same as your 0 angle. In fact, you can just copy the whole frame over by selecting the 0 angle's frame with C and then pasting it into the 180 angle's animation with V (not Ctrl-C and Ctrl-V for some reason ).

    Also, are you intending to have player control over the actual thrown object, or do you want to just wind up and let it go do it's own thing? If you want it to behave more like an actual thrown object without any further input from the player then you'll need to gather all the speed/force/angle data that you'll need prior to spawning the grenade and once it's spawned the rest needs to be totally automated. The Ball behavior might work for you in this case. Set all of it's information in the same action that it's spawned in. That's all the amount of player input it should get from that point on.

    I'd work up an example for you but I just reformatted my hard drive earlier so my computer doesn't have Construct on it yet

  • I only need this because it's an open world game and Construct lags HORRIFICALLY when I try and do anything in the layout, so I need different layouts for different towns/locations so it isn't laggy and I can actually complete it.(Construct lags, not the game, the game runs fine)

    Do you mean the IDE lags while you're working with layouts/events?

  • Setting the collisions like that is currently the only way to turn solids on and off at runtime.

    There is a jump-through platform feature being added to the platform behavior though, if you can wait for it. Otherwise, you'll have to code your own custom collisions.

  • Hehe well, that works too

  • Er, that depends, I guess. Do you mean that at the end of the whole level you want to change screens automatically and start your character off in the right place, or do you mean you want the screen to scroll one screen at a time on a grid like I did in my game?

    If you want the first one you just need to set your character's x,y in the Start of Layout.

    If you want the second one, you don't need a layout for each screen. Just make one large layout like normal. Here's how I did the scrolling in TCR:

    +Always
       ->System: Scroll X to floor(playerSprite.X/640)*640+320
       ->System: Scroll Y to floor(playerSprite.Y/480)*480+240
    [/code:32brt6iw]
    
    This splits the level up into a 640*480 grid, basically.  You have to make sure your layout size is a multiple of your display size in order for it to work right*.  And, naturally, if your display size is different than 640*480 the numbers would be different.
    
    *(For example, my whole level is six screens by six screens, so the layout size is 640*6 = 3840 pixels wide and 480*6 = 2880 pixels tall.)
  • I think what he's getting at is this: create the pieces of your character, create a skeleton for your character, and then attach said pieces to their corresponding bones on the skeleton.

    Yeah, that's pretty much how a bones system works. Then to move the character, you don't have to move the actual sprites, or worry about their individual rotation. You just move the bone.

    In 3D it's pretty much the same, only your mesh is usually one piece. You attach specific polys to the bones and it deforms the mesh when you manipulate a bone.

    it probably works like my blobber character, they may have even gotten the idea for such an object from it. Its pretty complex to set up and not something the average user could do on his own, this object would make it wayyyy easier.

    In effect it would pretty much look the same, yes. Your blob guy looks like what a bones system would do, just without actual bones. You've gone and made some kind of crazy complex IK chain without using a true bones system

  • Er, I think that would make your guy slowly float up into the sky. You might want to reverse it, either "detector is overlapping ground" or "set Y to Y + 1," either way would work.

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  • I meant what I said. It doesn't really matter if Anime Studio is vector, it's the bones system I'm comparing. I don't see where that thing you posted has bones.

  • You need a loop that pushes your object out of solids 1px at a time until it is no longer overlapping.

    It helps to have detectors and stuff as well. It's possible to do things without them, but it's much easier with. If you had a floor detector placed at the bottom of your sprite, then after your push-up loop you wouldn't need to run your gravity checks any more until the floor detector is no longer overlapping the ground (i.e., if the player jumps or if he walks off a ledge).

  • Posted a review in your TIGS thread

    And shame on you for not reading the rules! ( j/k... though they are a bit sticklery on the rules there).

  • I would assume it's just for 2D sprite animation. Like Anime Studio.

    Where you have different sprites for things like arms and legs and whatever, and you rig them to a skeleton and manipulate the skeleton for animation.

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deadeye

Member since 11 Nov, 2007

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