CloveltOc's Forum Posts

  • Oh, my, R0J0hound, can´t thank you enough. Works like a charm! I will be using this in many many occasions, thanks a LOT!

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  • LittleStain It´s kind of the idea, but that example is tied to a grid and is forced to use custom movement behaviour. What I was looking for was something way simpler:

    Concept:

    -A family has a variable that determines which "altitude" the object supposedly has (it only affects it´s Y)

    -When a family member is created, it spawns a shadow sprite

    The actual part where i´m having issues with:

    -The object´s Y plus its "altitude" determines the shadow sprite´s Y

    -Objects of this family can move their X and Y freely at all times, they aren´t tied to their shadow, it´s altitude is added without stopping any motion.

    That is it. I just bringed up the "jumping" in the first place to show how the concept would adapt graphically to other things, the idea is that this system works for any desired sprite in any situation, because in previous attempts I had to make really hacky stuff to accomplish a rather buggy look. Yes, maybe jumping would be cool to add but the main concept is that simple.

    I´ll try working around it if it´s too much to ask

  • Thanks for replying, andreyin ! It´s really not a bad idea but it is basically like one of my first attempts, as I said in the first post (You did not control the actual objects, but the shadow sprites). I know pin might look like the easiest rout, but my experience in previous attemps with these hacky strats weren´t reliable at all (sprites would end up misalligned, jumping would be rather buggy etc) so I was thinking about a more wrapped up, simple family system.

    About the families, that´s exactly the info I was looking for! I´ve tried it out and it works like a charm, it really gave me a big sigh of relief, thanks (I was using normal "for each" before, which was seemingly causing the issue)

    Really sorry for making this stupid thing look like a big deal, because it really isn´t. :/

  • On created

    Set platform Sine Cycle position to random (1)

  • purplemonkey I really hope so too I´ve been having this issue for a long time now...

  • Drag and drop has an option for working in a certain axis

  • purplemonkey I think you didn´t understand. Your suggestion wasn´t bad at all, but at the beginning of my original post I said that I´ve accomplished this effect many times, but it was unreliable and tedious , having to tweak every affected object individually. It took a really, really long time, it was unstable, it wasn´t automated, it was buggy and it required waaaaay more code than a simple system that can´t be too hard to make and could be applied to any project, ever.

    This system can now actually be made because of families, and other new things that were added. I´ve tried doing it myself, but like I said in my original post, I´ve ran into many problems with families.

    In the first post I´ve listed the things that were accomplished by the previous "systems", so if anyone knows how to implement them or at least give me any clue of where to build a base from I would greatly appreciate it.

    Thanks purplemonkey, though

  • purplemonkey Not at all, pin would fix the shadow's position. If you look at the gifs I provided you would notice why it is nothing like that. And as I said, I am not talking about shaders or behaviours, just a little system to manage a sprite's altitude. I think I once saw a similar concept made by R0J0hound , but I couldn't find it anywhere in the forum

  • No problem

  • If you select an event and press B you will make a sub-event. Sub-events will only happen if their parent event is activated and its own condition is correct

  • Did you set the boolean to false by default?

    Should only affect the coins that have the "grow" boolean active

  • Make a boolean for the coin object "grow"

    Player is overlapping "Coin"

    Coin set grow to true

    Coin

    Is grow

    Every [delay] seconds

    set size to self.width+[value], self.height+[value]

  • Player is overlapping "Coin"

    Every [delay] seconds

    -Coin

    set size to self.width+[value], self.height+[value]

  • To be clear from the start, I´m not talking neither about drop shadow shaders, shadow caster behaviour or anything like that.

    It´s a super stupid thing that I have tried several times in the past, but because I´m still not good at programming, I wasn´t able to achieve this in a simple way (I once ended up making every moving object look like different shadow sprites with the actual object/s attached to it with the right altitude, shameful...). In the end the result was the one I wanted, but it wasn´t reliable in any way.

    So the purpose is simple:

    ·A family of objects

    -When one of these is created a shadow sprite attaches to it.

    -Any object is able to move freely on the 2D plane and this shadow sprite is the reference of where the ground is.

    -Thanks to these shadows, objects in the family can simulate altitude by doing things like hopping or jumping.

    -Objects in the family can ride each other (see reference)

    Sidenote: I´ve had many issues with assigning a different object to a family (when one outside of family object does X, all members of a family do X, which is wrong) even though I´ve read about families, any info would be extra awesome!.

    Reference: (credit goes to rubna)

    https://pbs.twimg.com/tweet_video/CKr1NB4WEAAL47t.mp4

    Any help would be really useful! It might come in handy for anyone else looking for a similar effect.

  • <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> Mess around with it, loquendo users make it work

    https://www.scirra.com/tutorials/807/ho ... -game-talk