clodius666's Forum Posts

  • hey and thanks for the reply. unfortunately, im pretty sure its the same version, unless it has changed in the last week or so. i did check both versions(i still got the version that was on my old comp installed on my older HDD) theyre both file version 1.0.0.1, correct? i assume it doesnt matter that i have the older computer's version still installed on a separate HDD? aside from the HDD, i really dont have access to my old comp, its pretty much run its course and hidden away in some closet <img src="smileys/smiley36.gif" border="0" align="middle" />

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  • hi guys. so ive been really busy for the past few weeks, but now i went and bought a new computer. installed construct classic, copy/pasted all the effects and plugins ive downloaded and decided to continue my project. what i noticed was confusing:

    i have currently 3 layouts. the first 2 work fine, but the third, work in progress layout (well they all are) doesnt work properly. theres something weird going on. im not sure if its connected to v-sync, but when testing the layout, everything moves kind of "slowly" and constantly jerking. as if the framerate was set to 20-30 with a constant stutter.

    now i started to experiment and pinpoint the problem (note that the layout was working perfectly fine on my older,much much weaker computer)

    first i switched to unlimited framerate and voil?. there it is, everything started running smooth,with about 500-700 fps, the layout has a few thousand (not individual) objects currently.

    i switch back to v-sync and the problem comes back.

    i did some further experiments, tried to delete objects,layers to see if there was something causing the odd behavior. deleting stuff didnt change anything.i made a new layout with only solid sprite and a sprite with platform behav, to see if perhaps my platform character has been corrupted or something, copy pasted a new platform character from a working layout, but the problem persists. then happened something truly strange.

    i decided to make a new game project just to further test stuff, while my current project was still running. and there it is. new project with platform char and solid sprite,so i had two applications running at the same time and-to my amazement-the layout that wasnt working a minute ago, started running properly with v-sync on..?

    <img src="smileys/smiley3.gif" border="0" align="middle" />

    i closed the new project preview and the problem came back.

    so, that layout only runs smooth and works properly when theres another project running <img src="smileys/smiley26.gif" border="0" align="middle" />

    i really dont understand this behavior. does anyone have any idea what could be causing it? i can post the .cap (though i prefer not to) but only via pm. the project is not really that public. here are my new comp specs, if they help at all:

    AMD athlon II X3 455 processor 3.30 GHz

    AMD Radeon HD 6700 Series

    RAM 4,00 GB

    64-bit operating system

    win 7

    all the drivers should be OK.

    im using the same monitor and stuff, i just gutted my pc and installed new components inside and everything is working perfect, aside from that layout issue explained above.

    id be really grateful if anyone has any insight on this, i wouldnt want to have two projects running all the time and im not sure if that unlimited framerate option is the best either. im really puzzled by this.

    <img src="smileys/smiley36.gif" border="0" align="middle" />

  • hey tula, could you please make a simple example .cap for this if you have some spare time?

    im using a platform behavior but i dont know how to add speed when going downhill and vice versa. it always just overrides the player's speed and input,resulting in player having no control over the slope. ive managed to get the player angle correspond the slope angle using the old fashioned dummy player sprite, but slope speed is kind of puzzling me. first i just ignored it, but now i want to make icy slopes that the player can slide down and try to struggle up with enough speed. i just dont know how to add/subtract to existing speed without completely overriding it.

    <img src="smileys/smiley5.gif" border="0" align="middle" />

  • im making a small platformer as a gift for my old lady for our anniversary, starring our beloved pet rabbit. <img src="smileys/smiley32.gif" border="0" align="middle">

    she loves super mario and sonic, so its going to be a mix of both. i just hope i can keep it as a secret until our anniversary. <img src="smileys/smiley16.gif" border="0" align="middle">

    EDIT: going through some artistic identity crisis or something, i got a tablet and a pen for my birthday(as requested), and thought id put it to good use, so i changed te visuals from the boring photoshopped pictures to assets ive made myself. im not a very good artist.

    <img src="smileys/smiley36.gif" border="0" align="middle"> i guess im trying to get that hand drawn yoshi's island, coloring book look or something.

  • thanks shadowlord! thats exactly what i was trying to achieve.

    much appreciated. i assume that works with platform behavior just as well?

    anyway, education time: now i started wondering.. how would you make that same thing, only inverted? as in, low velocity/fast animation and vice versa?

    would make a nice skating animation for a little physics based hockey minigame <img src="smileys/smiley14.gif" border="0" align="middle" />

  • hi! didnt find anything about this, but i was wondering:

    how would it be possible to set running animation speed to object's speed/velocity? either using platform behav or physics object.

    and if pssible, to make it so that its tweakable by some sort of multiplier or something. i managed to get this to work with some primitive events and actions, but the animation was waaay too fast even on the lowest speed. any suggestions?

  • didnt want to make a new thread,since my question is kinda related:

    i started testing a mechanic similar to sonic(surprise). that move when he starts to roll, and keeps the momentum gained from running. i thought i could somehow use a round physics object to kinda simulate that move.

    now i have it so that when arrow down ke is being pressed, it spawns a different sprite (round physics object),and destroys the player sprite. when the down key is released it spawns back the player sprite and destroys the physics object.

    its working ok and all, except that the physics object doesnt keep the momentum the player sprite had (which i knew would happen). so we're back with the relative value thing:

    i need to somehow get the speed value of the player sprite upon key press, and translate it to a (rough?) relative force value for the physics object?

    or am i completely lost and not making any sense at all? <img src="smileys/smiley29.gif" border="0" align="middle" />

    any help would be greatly appreciated.

  • thanks for the hints guys! i made a small quick .cap of what i was (kinda) aiming for:

    http://dl.dropbox.com/u/11157144/distance_visibility.cap

    theres a problem though. that "dirty lens" effect i used doesnt "follow" even though its on a different layer and the layer scroll rate set to 0. id want it so that the effect shows just like it is at first,before scrolling, but with always being relative to the sun's position on the screen. cant figure out how to do that. also, was thinking of making the lens flare angle to always point to center bottom of the layer, but im not sure how..

    sure these are pretty small,pointless details, but i have always been terribly fascinated by all kinds of lens and post processing effects, be it in photography or video games.

    also, now that im starting my big project sooner or later, i wanted to ask your opinions on which is ultimately best:

    make less layouts full of stuff, or keep them small and make lots of layouts?

    does the editor get slow when you have lots of layouts in a project?

  • thanks for the reply, i just tried that dist visibility cap and its just what i was looking for. only one thing: can you give me a little rundown/explanation on the piece of code you did? im just trying to understand it better, so i can use it on other things too maybe. i havent used clamp before.

    and about that blood thing, yes i have tried that blood.cap before, but im not sure if its simple enough for my intentions. and the fact that its using a lot of physics objects makes me want to avoid it, for the sake of frame rate and cpu,that is. i was thinking something a little more simpler. maybe a single sprite, with phys behav and varying frames to represent a blood squirt or something. problem is that i dont know how to restrict that sprites visibility to only specific surfaces. mainly floor and walls, if near.

    oh and yes i have tried bone behavior before, but i think im gonna stick to traditional animations for now, im not really convinced it works as well as basic animation.

    but anyway, thanks for helping, im gonna study that visibility thing now.

  • hi guys!

    after a long break i decided to start doing something again.

    i'm starting a big project (for me), but before that i need to figure out some simple stuff. i tried to find examples or threads for my problems but couldn't really find anything.

    ok so

    1. about bone behavior:

    is it recommended to use, instead of traditional animated frames?

    or is there any known, severe problems/bugs while using it?

    i once made a character using bone animation, but there were some strange animation issues and i gave up. the reason id like to use it, is i could use different frames in limbs to change my character easily (blood decals and such).

    2. this is difficult to explain properly, but id like to know how to change objects opacity gradually. for example: an object is invisible at first, then starts to get gradually visible the closer another object gets to it. in short, distance based opacity..?

    3. i really dont know a good way to make blood. particles wont do. im trying to make it so that the blood texture/sprite shows only in specific surfaces. for example, in walls and on the floor, but not on th e backround. could this be achieved with some kind of masking effect? i admit i dont know much about masking objects.

    picture below may explain it better.

    anyway, i hope someone can help me with these issues,i cant seem to figure those out.oh and sorry for my grammar.

  • A way to speed things up though is to keep large graphics external and load them at runtime with the sprite's 'load frame from file' action.

    im curious... could you please give me some kind of a simple example?

    i mean how would i do something like that at runtime?

    ive been thinking of umm, how do you call it.. "streaming" levels or sections of levels to save some precious resources but i just cant wrap my head around it.

  • you should try using hinges. here's an example i made some time ago.

    http://www.scirra.com/forum/ragdoll-example_topic44021.html?KW=

    the list of actions can look pretty intimidating,but you should start simple. connect two pieces,then make a joint, fool around, connect more pieces and so on..

  • This is pretty sweet, it reminds me alot of QWOP as well. Looks like you used mesh distortion to make the ground?

    nope, just good ol' sprites. <img src="smileys/smiley1.gif" border="0" align="middle" /> and not even that many different sprites.i did this minigame in only just a few evenings, after work. strange how effective you can be when you're not thinking too much. just put things together lol.

    ive been thinking about making levels with mesh distortion,but it seems to take a bit more effort, atleast for me. not sure if im doing it right though. sprites are easy cuz you can just drag n drop them around and resize etc.

    im going to update the download link a little later(day or two) and make a time counter,so people can try and make a record.

    i guess i could do more levels too, if anyone's interested, i already got some rather sadistic ideas.

    maybe i've been playing trials hd a little too much.. <img src="smileys/smiley36.gif" border="0" align="middle" />

  • okay so.. i started fooling around with my ragdoll, built some stuff around it, experimented stuff, and i got... this:

    havent got a name for it yet, so let's call it "marvin the possessed marionette zombie" for now <img src="smileys/smiley32.gif" border="0" align="middle">

    this minigame is completely physics based. no canned animations, just a ragdoll scaling the environment with the help of the player. marvin looks a lot like a marionette when he moves,so i thought the name was fitting <img src="smileys/smiley1.gif" border="0" align="middle">

    this game is really short, but i'll probably start doing more challenging levels when i get tired of my main project. also, the zombie model is a placeholder and i blatantly ripped it off from the internet,sorry about that.will make a new one sometime..

    when you get used to the strange controls, marvin can become quite agile i've noticed. speaking of controls:

    R = restart level

    UP ARROW (hold)= move forward

    RIGHT ARROW = sway right hand (nudges marvin forward)

    LEFT ARROW = sway left hand (nudges marvin backward)

    DOWN ARROW = jump up

    SPACE (hold) = grabs obstacles/ground with his right hand

    theres alot of techniques you can use to move, try to experiment and combine the actions.

    thats all for now, feedback much appreciated, hope you like it, for what it's worth..

    http://dl.dropbox.com/u/11157144/KALMO.rar

    EDIT- i updated the game. some minor changes and a new (really short)level.

    also included is a timer, for anyone wanting to set a record. cant remember my own personal best though <img src="smileys/smiley36.gif" border="0" align="middle">

    also, i named the game: KALMO

    it simply means a corpse, or a cadaver, in my native language.

    enjoy, and feel free to post some good time's <img src="smileys/smiley32.gif" border="0" align="middle">

    BTW: anyone wanna help me on something:

    id like to make a sort of persistent(?) save file for this game. meaning, when the player completes the game under a certain time, a bonus option is unlocked in the main menu. id like it so that the player doesnt have to play through the game every time the game is started. is there any simple solution to this?..

  • thought i'd finally contribute atleast in some way. you guys have been so generous with your .caps ,support and examples that i started to feel bad for not contributing anything.

    anyway, it's just a simple ragdoll example, nothing fancy. found this lying around and remade it and added some stuff. was too lazy to explain anything, but im sure you'll figure out everything with a little time and effort. works as a nice stress toy also.

    just take a picture of your boss and attach his limbs on top of the ragdoll and set always:

    set angle to "corresponding angle".sprite. works like a charm. <img src="smileys/smiley36.gif" border="0" align="middle">

    http://dl.dropbox.com/u/11157144/ragdoll2.0.cap