Brain type warp with the "S" plug-in object.

This forum is currently in read-only mode.
0 favourites
From the Asset Store
Hand-painted tiles, objects, animated objects, and background to build a colorful Mayan civilization environment.
  • I made this in response to newt version made with the path movement behavior.

    mine have a little more coding to it but it reverses ever thing.

    It reverses movement, angles, and animation.

    So here it is

    Download

    .

    controls

    "arrow keys" to move.

    "Z key" to jump.

    hold the "X key" to go in to warp in reverse.

    release the "X key" to stop warping.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Sorry, but where can I find the "S" plug-in? (I didn't have much luck searching for it, since it's a single letter...)

  • Thanks, Porlo!

    Re the example: Wow, that's a really complete, straightforward time reversal - I can't imagine it getting much easier than that.

  • Thanks, Porlo!

    Re the example: Wow, that's a really complete, straightforward time reversal - I can't imagine it getting much easier than that.

    Not complete yet.

    There one thing is missing and that is having forward air motion when you stop warping in the air. Right now the play just falls straight down.

  • Now it complete.

    Here is an update, so now it have forward air motion when you stop warping.

    here it is

    Download

    .

    Controls are the same as above.

    P.S. One year in the community.

  • Looks good.

    Wonder if you could use S's spline function to cut down on some of the array points?

  • Looks good.

    Wonder if you could use S's spline function to cut down on some of the array points?

    I don't know anything about spline function at all.

    But you can try it and see if it works.

    if it dose post a cap so I can see it.

  • I might someday, but until Lucid finishes S I'll wait.

    Especially since I don't know how it works either.

  • spline function! sounds interesting. could be useful for dead reckoning?

  • that's really well done Toralord, and glad to see people using S

    The spline functions on S, I'm not sure if they're released on the public version, but I'll probably release the latest, pretty much complete S version sometime. But yeah, those were catmull rom splines, which are cool, because the curve passes through all points, instead of having control points, but there's no reason it should suit this any better than a cubic or quadratic curve.

    When I was playing Braid, as a programmer, I tried to imagine how it was done. I guessed in order to be able to store all the locations of everything at every moment and be able to rewind with complete accuracy that everything was controlled with splines and math functions, with endpoints on collisions and such. Jumping and gravity would also be controlled by curves. Pretty neat stuff.

    Either way though. That's damn Braidlike toralord

    good job

  • Yeah I'm guessing the rewind in Braid was using splines with a reasonably high amount of samples (or points) to get near exact accuracy. Unless im greatly mistaken it really is the only way to do it.

  • Yeah I'm guessing the rewind in Braid was using splines with a reasonably high amount of samples (or points) to get near exact accuracy. Unless im greatly mistaken it really is the only way to do it.

    That's possible, too. But not exactly what I meant, if I'm understanding you correctly. If you mean, as you moved it recorded the positions of your character like this demo by toralord, but rather than every tick, it recorded very frequent control points. I meant, even the forward motion of time; the regular play, when jumping falling, or getting knocked back by enemies, rather than conventional equations for platform physics, that are pretty much disposable. I think maybe the fall and the jump is a calculated curve, so that whether moving forward or backward in time, it was just a matter of plugging in the time value on the curves to get the corresponding positions. Each time the jump button was pressed, or the character landed, or began falling, an endpoint would be saved. Collisions might have to be done in a special way I haven't thought about though, if that's really how it's done, because I wouldn't expect conventional collision detection methods to detect the same way at different speeds moving in different directions in time.(and colliding from the opposite side)

  • When I try to open the *.cap file, I get the following error:

    "You require the behavior 'Path Movement' to open this file."

    Any idea what I did wrong?

  • When I try to open the *.cap file, I get the following error:

    "You require the behavior 'Path Movement' to open this file."

    Any idea what I did wrong?

    If you look at post 3 of this thread, it mentions downloading the plugin. Have you tried this?

    If you didn't know, Construct uses plugins to enhance and give new functionality to the core system.

    Hope this helps.

    zen

Jump to:
Active Users
There are 1 visitors browsing this topic (0 users and 1 guests)