Tomycase's Recent Forum Activity

  • Hey there, I can't check your project rn but I watched the two videos, for the blocks falling of the plate, you should use the pin behavior to pin them to the character, so they will follow their movements, now for the character moving slowly to the right, have you checked the character collision polygon in the image editor? Also which behavior do you use to move the character?

  • Hey there, it's probably because the engine considers that the character is falling in this situation, try to add this inverted condition "is overlapping [moving plateform] at offset" with a few pixels Y offset in the fall event

  • Hey there, that's how most of the behaviors working with vectors work in C2 and C3, it can be used in useful ways as well, for example, you can prepare your Vector X and Y values early and then enable the behavior when needed, it will apply immediately the previously set values

  • That's the solution I proposed lol

  • Instead of just comparing the variable, use "Pick by comparison" to pick the box with the same variable, then pin

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  • I personally can't edit more on the file as I don't have the full version, and I can't localise the event messing with the bullets with the limited version

  • Oh that indeed makes sence now that I can visualize it, thanks for the explanation, I'm going to experiment more with it ~

  • Hi, first of all thanks for the quick answer, I understand better why a clean distortion is complicated to achieve, and thanks for the example file as it makes thing easier to understand;

    As for the fragmented texture, I've never heard of vertices before, I think I get the basis tho, it sets the quad coordinates starting with top-left corner (index 0) up to index 3 just like Draw Quad action, there's just the U and V parameters that I'm not sure to understand, what do they correspond to and how do you set them up in relation to the used texture (for example, why is V=0 or 1)?

    Thanks~

  • Hello R0J0hound , I hope I'm not disturbing you, I have two questions about Paster, since I started experiment with it more, and managed to figure how to do some stuffs like trails using arrays and multiple quads;

    However I was curious about the quad distortion of a texture, is it possible to obtain a more "accurate" distortion? Something that could be compared to a image editor distortion like this (image on the right) :

    My second question is, is it possible to "break" a texture between multiple quads using a single texture instead of using multiple textures, something like this :

    Thank you for your time, I'm really having fun with the plugin atm ~

    Tagged:

  • Well that wasn't too hard to find, you have an event that litteraly says to your bullets to set their angle on the player 8 direction movement when they move :

    Remove it and it should work as intented

  • Hi, without any screenshot of your code or a gif/video of the problem, it will be hard to help you here

  • That shouldn't happen if the projectiles are using bullet behavior only (is that the case?) otherwise there must be an event that keep changing the bullet angle of motion every tick, can you share the project?

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Tomycase

Member since 3 Apr, 2016

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