clodius666's Forum Posts

  • hi ppl!

    just a quick question for someone smarter than me:

    is it possible to add force to player angle,when using physics behavior?

    to make myself clear,when i press up, for example,i want the physics object to move to where its angle is set.

    tried some things but i couldnt get it to work,search didnt help either,so anyone willing to help will be praised for years to come

  • so i was just making some simple test with a sort of top down style game. everythings going fine...

    except for one thing. havent done movement yet,but already know how to make it right, but im having a hard time with the magicam plugin. im trying to make it so that the players character stays in place and you turn the view angle with a mouse.

    ive got this to work just as i wanted, BUT theres just a tiny little problem:

    id like the player character to stay locked at the bottom of the screen,facing up,so you cant see behind you,and have as much visibility as possible to where youre looking at.

    i know how to do this (offset?) thing with the advanced cam plugin, but i have no idea how to do it with magicam. i got some weird results, but not the way i was hoping for, that is a fixed view and player character staying locked at the bottom of the screen,facing up.

    anyone wanna help with this thing?

    .cap included:

    http://dl.dropbox.com/u/11157144/topdown.test.cap

    ALSO, just noticed a weird thing. i put a tiled background in that .cap,and when testing,it goes all crazy,partially disappearing when moving around, is there any explanation to this behavior?

  • sure here's the .cap for anyone interested:

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

    also if any of you still have some suggestions or ideas for a cleaner,more efficient code or something,,im all ears

    it isnt very polished and the physics still go crazy sometimes. dunno know if its me or the physics behavior.also, one problem i still have :

    i dont know how to make the ragdoll face the same direction when the player dies.

    but eh, i guess thats the best i can do for now.

  • well ive managed to almost get it working now. not flawlessly,but i made some simple tests and it seems like the best way to go so far,would be using image points and creating parts and hinges when needed.though it will be alot of work, since my game is gonna end up with alot of animations. container doesnt seem to work,because when i try to create all the contained objects,the hinges wont work. dunno why.

    ah well,back to do some testing.

    oh and nevermind that 40 megs,newt. this is just an experiment and my way of learning new stuff, wont be using that stickman for any actual game i make.

  • actually, was just thinking about container option. sadly, like many things in construct, i haven't looked into it much. but i think i'll start studying on how it works. off to check some tuts.

    thanks for the suggestion!

  • just tried to do something along those lines. havent been on my computer lately,been too busy. but anyway, tried to do it with image points,but it gets really complicated trying to hold everything together. so far i havent succeeded in making something that works.then theres the fact that i would have to make those image points to all my animations(and frames),or am i wrong?

    i wished there was a way to group objects together and make them a single object, but i guess im asking too much?

    nevertheless, this is an intriguing challenge, at least for me.

    but i appreciate the suggestion,gonna try and experiment it a little more.

    anyone up for a challenge,feel free to contribute

  • so ive been once again fiddling around with my platformer experiment, and decided to do a sort of primitive ragdoll system whenever my character dies. ive got the platformer character and the ragdoll model finished just about, but now i really dont have any idea on how to implement it and make it work.

    i guess it should be something like:

    event

    -on player death

    action

    -->create ragdoll on player hotspot

    --->destroy player

    sounds simple and easy, but the problem is, my ragdoll model consists of several sprites,that are hinged together,and i really have no idea how to create them all at once and at their accurate positions.

    i guess what im trying to say is:

    is there a way to treat the ragdoll model as a single object that i can create when i want to?

    would that be doable with families or? (i must admit i havent looked much into families yet)

    any ideas and suggestions are appreciated

    heres the .cap if anyones interested:

    http://dl.dropbox.com/u/11157144/ragdoll-test.cap

  • so i finally got it to work like i wanted, after fighting with it for quite some time. went through a lot of different possibilities, and frankly im still not sure about the logic behind this odd behavior.it left me wondering if my code is at all suitable for any possible future animations.

    but anyway,here's the fixed .cap if anyones interested in analyzing the difference and maybe shed some light on what i did wrong in my previous .cap:

    http://dl.dropbox.com/u/11157144/platform-test2.cap

  • hmm interesting.. so youre saying that i dont need that purple "carrier" anymore and i can just use my sprite? that sounds awesome,now i can spend that extro vram to something else.i knew im gonna eat up some vram doing all those animation frames,but i like my animations smooth and sort of detailed.thats good to know, thanks.

    do you have any suggestions or alternative ways on how to make the attack animation?

  • long story "short". been doing a platformer with the bone movement behavior for my animations, but since it seems to behave rather strangely from time to time,i decided to switch to good old frame animation. i started a new cap to study and learn some basic stuff to use in my actual game,but i encountered something really strange,which prob. is really simple and obvious for someone who is a little more experienced with this.

    ive gone through platform tutorials and stuff, but i really didnt find a good,simple guide for attack/hit animations. so i fiddled around in my cap,trying to get it to work by myself, and i did. it behaves as i want it to. problem is, now my jump and fall animations arent working properly.

    when i jump or fall, it only shows one,random frame from those specific animations.

    i know its prob something really really simple and basic,but i just cant seem to find out what the problem is.

    so,i ask you,scirra community, if someone could point out my mistake in my coding,from that little .cap found below, and give me some kind of detailed explanation of what i did wrong and what is the logic behind this strange behavior.more importantly,what are some basic things to keep in mind,when working with constructs logic.

    any kind of help is much appreciated, thank you.

    CAP:

    http://dl.dropbox.com/u/11157144/platform-test.cap

    oh and nevermind about my main character, he's "special"

  • THANK.YOU. so friggin much

    been bangin my head with this thing for too long. got the .cap,so you can delete it.

    finally i can start figuring out the next problem,which is car rev sound with gear changes and all that fancy stuff.

    but i'll figure it out later. back to study and absorb the knowledge you put in that .cap

    again, thanks!

  • well yeah, im not sure if the cam version is the biggest problem lol. more like ME not being able to figure out the right event and action for this thing. and i do have that magicam also,which if im correct,should be a better version of advancedcam. i guess i could post a new cap with just the magicam plugin, just so ppl dont have to have both.

    but yeah, the problem still persists,unfortunately

    new .cap:

    http://dl.dropbox.com/u/11157144/RALLYCROSS0.1-test.cap

  • im trying to make a smooth camera zoom for my rallycross game,but im at a dead end. ive spent 2 days trying to figure this out,but i just cant do it right.

    basically, what i m trying to do is:

    the faster my car goes,the farther the camera is. so id like to get a camera that is zoomed in,when going slow, and zoomed out when going fast and have the zoom work smoothly without any steps between zoom levels.

    heres the .cap file,if anyone is willing to help me with this:

    http://dl.dropbox.com/u/11157144/RALLYCROSS0.1-test.cap

    nevermind all that random stuff in there, its just filled with all kinds of experiments.

  • just a little side project i started a while ago.or more like an experiment of sorts.

    if anyone remembers a classic called moonstone. i decided to try and make some sort of a "remake".anyway,heres the screenshot:

    to put things in perspective,this is the good ol' classic im trying to remake:

    anyone who hasnt played it,i'd strongly recommend to try it,or atleast youtube it. it's still bloody brilliant,and very gory

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  • dont want to make a new topic,since this is kind of connected to my first issue, but i was wondering if anyone have any good tips for collision. i really dont like the way my car is bumping off to reverse from every solid object. is there a way to adjust collision between my car sprite and those 3D objects?