CrazyVulcan's Forum Posts

  • When you set position to object, does every frame have the same image point on your hand? Double check that for if you every tick set the gun to image point 1 see if image point 1 is on every hand for all your animations.

    -edit-

    Just reread your post, if you are using every frame try changing it to every tick

  • [quote:1ls1y0ez]Any ideas to get this effect that is efficient and accurate would be welcome.

    Unfortunately I don't think I have any ideas you would like As I would suggest remaking the hair so they are made for fitting your head sprite better. Because it sounds like it would probably take longer time to create the code to fit all the hair parts, than to just recreate them.

    Aye but even if I just had 5 hair and 5 head That is 5 hair size code line for head, another 5 for head 2 ect so even that small a system would mean that I would need to hand code 25 actions. With 60 hair styles and 25 heads that becomes 1500 lines of code. Which effects performance and that is just for one race and gender and I still have a fairly large game to append to that one layout.

    anyway after playing around I came to something much easier. If for every tick y1 and x1 are not equal; than if y1>x1change the with of Hair till it matches, and do the opposite for <

    And It works great and only uses 4 lines

    -edit- fixed the hair height at bottom

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  • If I understand you correct you have 20 heads with different width and 40-60 hair options which are also different width and you want these to match any of the heads no matter what width?`

    If that's the case I think you might be overcomplicating things a bit, if each type of head have a hairline image point you should be able to just set the hair types image point to that image point and then you change the width of the hair to be equal to the head width. Just be sure that the image point is in the centre of the sprite.

    Unfortunately nimos100 many of my hair parts have various volumes (female hair). If i have a buzz cut it works very well but anything larger and I loose proportion as having the same width as the head means that the piece is shrunk and does not line up. Which is why I am trying to go the route that I am but its time consuming to make sure that the two points line up every time without a real good control over the points placement.

    Any ideas to get this effect that is efficient and accurate would be welcome.

  • If you have the trigger >PlayerSprite is overlapping WaterSprite< and the trigger >Wait 6-10 seconds< as a sub event that starts when trigger one is active next to the second trigger do what your planing for the drowning. Example, add the drowning animation and set player health to 0.

  • Math Heavy

    I'm making a custom character menu but am having trouble getting the width of the hair sprite to function correctly. I have a head sprite and I have a Hair Sprite and both are animations that contain all the individual pieces. That way all I have to do is +/- a frame to cycle all my parts. I have a point where the top of the head meets the hair who's point is where the top of the head should be. So I can not statically set a with for each hair as it would change width every frame of the head and I have now 20 heads and 40 - 60 hair options.

    In the image below I drew out what I am trying to do algebraically which is aliening a image point where the temple on the left side of the head should fall. Thus dynamically seating the width of the hair sprite regardless of which head or hair image.

    I think I am doing the math right however I still am having issues as the hair is too small but if I know my High School algebra (from a longer time ago than I care to admit) This should give me what I am looking for assuming that the distance form the image point to the center of the sprite is the same distance for the Hair and the Head respectively.

    Thank you for your time in helping me solve this.

    -edit- Ahhh I made a typo when entering the string, now that I asked for the help

    distance(Head.BBoxLeft, Head.ImagePointY(5), Head.ImagePointX(5), Head.ImagePointY(1))+distance(Head.BBoxLeft, Head.ImagePointY(0), Head.ImagePointX(0), Head.ImagePointY(0))-distance(Hair.BBoxLeft, Hair.ImagePointY(1), Hair.ImagePointX(1), Hair.ImagePointY(1))

    that sets it right. Hope that this will help someone who will need to do the same thing.

  • You might try system condition "compare two values" , get the cell value by expression: CSV.At("AVIABLE", CSV.CurRow) for 1st value, "True" for 2nd value, to filter the result.

    It worked, found the problem was I was calling Col "AVIABLE" but if you look carefully you will see that when I loaded the CSV string that column was called "AVILABLE" I fixed the typo and I can move ahead.

    Thank you.

  • This will be a great help as someone who is currently working on menus for my game. I am not familiar with XML but it has to be easier than trying to make one out of events.

  • https://www.dropbox.com/s/qg2vwbwk6sgpw ... uTest.capx

    Hello, I am currently having trouble with these loops. I am making a menu and I want to create a sprite for each time a value in Col "AVIABLE" is "True". In my example there are four instances that are true and if I understand

    (For Each Row) & (Data "True" in Col "AVIABLE") should only create four instances of "Sprite2" and pick for each "Family1" where CSV.At("AVIABLE",CurRow) and pin them to each block of "Sprite2" as it is made.

    If I simply have For Each Row it will spawn 5 "Sprite2" so I know it is a matter of not knowing how to filter the CSV's data. Finally form my trial and error I know that I need another condition so I am selecting each "Sprite2" individually as if I remove the Data "True" in Col "AVIABLE" It will put all the Family1 instances on the last block of "Sprite2"

  • This should be in the "How do I" section but start with having say 2 different sprits. Each sprite should have all the animation frames inside, not as a group but in the animation strip under the sprite editor.

    When "SpritePowerup" overlaps "SpriteNormal"<

    Create Spirte: PoweredUpSprite on layer "same as NormalSprite" at X=NormalSprite.X Y= NormalSprite.Y

    Delete Object: NormalSprite

    Then it is a matter of setting all the animations for any actions.

  • You only need one layer on the top for the effect and then use a blend effect such as source atop.

    At Start of Layout Set blend mode for Square to Source atop

    Every Tick

    Key Down Space Turn top Layer visible Move Square to position X Object1.X and Y to Object.1Y

    Finally select the layer in your menu and on the info tab on the right set "Force Own Texture" To "No"

  • bachrock I did not get my idea to work but I did come up with a number of ways to get it to work, including the Pin&Rotate method. Granpa's steps work great and I also found for cool elliptical orbits have a rotating object that your planet is pined to and have it move every tick so far. I did not like this last one as it was not very precises but it did look cool. I also made a invisible circle sprite with two refpoints and had the sun and planet on each end and just had the circle rotate, which was time consuming.

    The Pin&Rotate is the best the resin I had trouble with it was because my sprites were too small. so it was jumping form pixel to pixel. I just scaled it up a bit and it works beautifully.

  • >snip<

    I am working on a project of similar scope. So to know that 3000 events +/- 1000 is a good goal for a first draft of a alpha is helpful. I am trying to keep it as tight as passable so efficiency is key. Working on that so much up front should mean better outcomes later.

    I actually work on 2 projects at a time. My main which is a very large project that I am still in the stages of prototyping all the features before I begen integrating them together. And I saw Sethmaster where you asked how that is motivating? I work on my main project till I hit a number of roadblocks that cause me to get just tired of looking at it.

    So I will work on smaller things, mostly boring things that are more projects for skill building than anything. Which will feel like a chore after a week or so and after that point in the back of my mind I would have been coming up with solutions to my problems. And when I restart I am pumped and ready to take it on or have come up with ideas for another part that I had not done yet. So I begin on that while chopping away at the roadblock.

  • I to am trying to make a object orbit and the pin and rotate method while easy is a little jerky and I would like smooth motions. I am using some Trigonometry but I seem to be having some issues with my math.

    Each tick move at angle Tan((distance(Star.X, Moon.Y, Star.X, Star.Y))/(distance(Moon.X, Star.Y, Star.X, Star.Y)))

    its 3:30AM and it looks right but idk as Moon.X approaches 0 Moon.Y approaches 1. Giving if the planet was one unit away.

    I tried putting in just tan(60) but my planet keeps moving at 0*. Could tan() be bugged?

  • Shame the fine print says that you have to have attended a accredited game design school between Januray 2013 and May 2014

  • So can you not get the license badge if you got the personal edition on Steam?

    I'd just like to get the personal version medal from my Steam Construct 2, but I guess that won't happen ^^.

    I purchased a Steam version of the game but simply sent a email to the very helpful people with support with continents along the lines of.

    "

    Hello,

    My name is Christopher ***** and I purchased the full version of

    Construct 2 on steam, but so far have not received the profile badge

    or the Rep. Below is my proof of purchase form steam. My Steam

    username is the same as my Scirra, CrazyVulcan. No rush but the 250

    should give me that last bit so I can put links on the forum which

    will be convenient.

    Thank you for your time.

    Visa ending with 9445

    79.72 USD

    Confirmation Number:

    **********035087249

    Date confirmed:

    Thu Dec 19 16:44:15 2013

    "

    I got a reply soon thereafter and now have a profile badge. Just be sure to have your Steam Name, Forum Name, and most of all your Real Name, and Confirmation Number. Which can be found with the email sent from Steam when you bought Construct 2. If you do not have that contact Steam Support and I am sure that they can resend that info.