Rhindon's Recent Forum Activity

  • What this does is to set up a system for me to gauge the movement of my main character, Buster... Is he moving up, down, left, or right? And then to compare whether his horizontal movement is greater than or less than his vertical movement.

    From there, I determine which visual animation to play, and/or whether or not to mirror the image. (I know someone will ask why I don't just set the animation to play based on what keyboard keys I press...and I had a specific reason but right now it's completely escaping my mind.)

    What I have noticed, however, is when Buster is "pushing" against a wall while going to the left or up his body doesn't appear to be "flickering" between animations. But going in either of the other two directions will show his body rapidly alternating between two animations. For instance, if Buster is moving to the right against a wall, it looks as if he is switching between left and right animations. (This doesn't happen, though, when moving against a wall immediately to his left while going to the left.)

    I suspect it has to do with the BusterBody object being "pushed back" when it briefly overlaps the wall (which has the Solid behavior). So for a brief tick, Buster is moving in the opposite direction than what the player is moving him in. The question, though, is why this only happens for two of the four directions?

    .c3p file: https://www.dropbox.com/s/63vyu90r8r7jp5l/busters%20escape%20v8-2%20.c3p?dl=1

  • That's understandable, however unfortunate.

    If you ever change your mind, know that we'd be extremely grateful.

  • What's the word on a possible C3 update?

  • I'm still working with a general understanding even after that explanation - for all my intelligence, some things still are slow to click with me. But in the end I'm extremely grateful for your help.

    If there is a way to fine-tune it so I might edit the parameters easier, I'd appreciate that. But, in the end, it works splendidly!

    OH! One thing I meant to ask...

    I was further wanting to make it "bounce" a time or two more after its initial bounce. I'd want to check for when it has "touched ground" again but I don't know/comprehend which value(s) to check for before making it bounce again (and at a smaller scale). Is there a "flow chart" you could list to explain the process?

    Thank you again.

  • Ha HAAA!! It works! Thank you!!!

  • AH! Okay. Thank you, sir! I will plug that in and make some magic happen! (I'm always grateful for your help.)

  • Also, the second event line is just written as sprite: add self.vz*dt. What am I adding that to?

  • R0J0hound - Does the Z variable ever change? It doesn't appear so based on what you offered. If not, does it matter if I just use max(1,1)? Or is there something I'm missing?

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  • Thank you, everyone! I'll attempt to implement your suggestions when I get home today.

  • In my game, whenever an enemy is hit, it will spawn a few collectible power-ups. Upon spawning, I want it to appear as though they are "bouncing" once from the enemy. Since the view is a top-down perspective, I figure that adjusting the scale of the power-up while it travels in a short linear direction is the best option.

    If we could imagine viewing this power-up spawning action from a side view, it would basically be a parabola (think back to math class and graphing x,y points). The parabolic equation is y=ax^2+bx+c, where y=object's scale.

    However, I'm pretty sure this is an overly complicated way to work this out...but, I would still like to know if anyone can help me understand how I might make it work anyway. Also, while there is surely a much more simple solution, using a parabolic equation would make the effect look more "natural" in my mind, which is partly why I am still seeking help on this one.

    Thank you for your help.

  • Well, that did it. You were right - just one event. Leave it to me to make things more difficult than need be. LOL

    Thank you for your help!

  • IMAGE REFERENCE: dropbox.com/s/c4vzxdxw2rxft0q/Touch%20Mobile%20Controls.png

    As you can see from the image, I'm working to make a character move via the Pathfinding behavior.

    HOW IT SHOULD WORK

    1. Player touches screen designated by the BusterMoveVerify object. (This is because a portion of the screen is dedicated to the HUD where specific controls are. I don't want Buster (the character) moving any time that area is tapped, after all.)

    2. The coordinates of that particular touch are stored to the character. (The animation frame is just part of my test to verify what's working and what's not.) The ID # of that touch is stored, as well. The IsInTouch boolean is to make sure simultaneous touches don't occur in the designated (non-HUD) screen area.

    3. Upon releasing the touch, the character should find the path to the coordinates of the touch. Also, the IsInTouch boolean will be set to false so that another touch can properly register and the touch ID variable also reset so that there's hopefully no further bugs...

    THE PROBLEM

    I've verified that the initial touch does work (that's the purpose of the animation frame action). The BusterOnTouchX/Y variables receive the coordinate values of the touch and the IsInTouch boolean also updates to true. However, whether I'm using my mouse, the touch screen on my laptop, or live previewing on my cell phone (the game is ultimately going to be a mobile app), it never recognizes the end of the touch.

    Since I'm using Pathfinding, I've checked to make sure there's no issue with the cells - plenty of space to move around in so not to hinder its finding a path or moving along it. But, it doesn't even FIND a path to the touch coordinates.

    I'm at a loss here. Could someone wiser than I am help me, please? THANK YOU!

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Rhindon

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