AnD4D's Forum Posts

  • If I disable the "Trigger Once" command, the event loops, and quickly changes the numbers. If I press 1 or 2 on the keypad, it triggers once, but the event changes. Why does this not work?

  • Instead of having a global variable like that to handle things, why not put the function calls directly at the event that is triggered by the spacebar press?

    Thanks, I tried that and it didn't work <img src="smileys/smiley36.gif" border="0" align="middle" /> I also tried having the variable switch to another number before picking a random number, but it didn't change anything.

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  • I'm having trouble with something. In the example I'm adding, please can you just press space, and let me know what you see happen.

    The numbers are meant to change each time, but they only seem to change when it switches between odd and even (You'll understand when you load it).

    I've tried it a couple of different ways, and it's just not working. The code in question is shown at the bottom, events 3 to 30.

    Link

    Help please!

  • I feel you may need to start off smaller if you want help.

    Instead of asking how to make a whole game, try asking smaller questions, such as, "How to place buildings on a map".

    You'll get more help that way.

  • Also, to fix the first issue, using RawAxis creates a better result. Looks like this could potentially sort things out for me, but it's a little more complicated than I expected.

    C2 is obviously spoiling me <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Lol! If you start a new post, you get bounced to this one.

    If you raise a thread from the dead, you get called up on it.

    Can't win with some people <img src="smileys/smiley1.gif" border="0" align="middle" />

    I for one hadn't seen this thread, so thanks!

  • RamPackWobble

    It's nearly there, but for some reason the main 90 degree angles (up, down, left and right) have a dead zone to them of around 15 degrees. I also can't figure out how to sort it out so the number doesn't change when you don't move the stick.

    I guess this behaviour still needs some tweaking?

  • RamPackWobble

    Thanks, I noted that when I have is as set to it worked fine, but it's not the effect I want. I'd like the sprite to be able to rotate toward the direction of the stick, rather than just pop in the certain direction. Maybe I could try lerping if that's not working for me.

  • jayderyu

    I can't get this working with the rotate to command. Do you mind having a look at the example I put above (I stupidly highlighted as "Wha?")

  • Hmm, not having much luck with that. Also, is it right that I have to push a button on the controller before the rotating even begins?

    Surely there's an easier way to do this.

    Rotate sprite angle to gamepad right analogue stick angle.

    Wha?

  • Hi guys,

    I'm using the gamepad. Any idea how to set it up so that a sprite will rotate so that it is pointing in the direction of the right stick, and moving based on the left stick.

    Tried searching and the manuals, but it's a little tricky.

    Any help would be appreciated.

  • Play around with the physics behaviour. Should work quite well.

  • Val,

    I'm afraid I counter your request. I do not believe English is Whiteclaws' first language... not sure if that's right. Maybe he honestly doesn't know how blunt and patronising he sounds. He sounds harsh, but means well. I've seen Whiteclaws help many people over the last year, and can imagine many people not getting help over the next year if he's banned.

  • Wow, Whiteclaws, no wonder people here don't consider you a people person. He just asked for an idea on how to do something.

    Terraria, what you are asking for is pretty complex. It's a good idea to start off a little smaller. The rotating is pretty tough, as it requires distorting of sprites, etc. Moving through levels is easier, but still not the easiest thing.

  • tanoshimi

    My point was effectively saying that it turned into work overload. Sure it's possible to use it with the path finding behaviour, but take the following for example.

    I have one character that has an idle animation, a walking animation, a running animation, a sword fighting animation, a bow shooting animation, a sitting animation, a feeding animation, a sleeping animation, and a dying animation. So that's 9 different animations, with the possibility of adding more in the future. Now, this character has this same animation rendered out in 3D and then had a sprite generated for 32 different angles. This means that I will need to have a grand total of 288 separate animation files within that character, with each one requiring an event to deal with each action on each degree of rotation.

    Again, while this is all possible, it is very impractical, and means that it's unlikely that people will use the path finder for these kinds of games just yet.

    It's a great behaviour, and I'm sure some people will be able to do great things with it, but for the time being I feel that sadly at this moment in time it's limited in what can be achieved. Not putting the path finder itself down at all, I honestly think it's great. I could make my game top down and only have to work with 9 animation files, and have the system automatically rotate using this tool, but I feel it would look pretty awful compared to isometric.

    Ashley - Sorry to pull you into this. Do you know whether we can edit the core plugins to allow or disallow directions as and when we choose? 4 directions, 8 directions, etc, as suggested by tanoshimi's above post?