David's Forum Posts

  • I'm putting together a small minigame for the Super Mario Brothers image (the other mario pic on that gallary). Heres a screen shot:

    The mario in there is just tempory tho. I need to draw a limbed version for bone movement etc.

    I'm trying to make it look like this:

    http://fc22.deviantart.com/fs32/i/2008/ ... Orioto.jpg

  • You dont need to use two for loops btw.

    You can loop each 'pusher' and then use

    Pick object by comarison: (use the same system comparison params)

    and it works just the same but probably a bit faster

  • Ah was a bug in the plugin itself.

    Basically there was this line:

    CRunObject* pTarget = params[0].GetObjectParamFirstInstance(pRuntime);

    which should have been this line

    CRunObject* pTarget = params[0].GetPairedObjectParam(pRuntime, this);

    Having a search through the file I found that ZBehindOf, ZInfrontOf also have the old code and so will have the instance pairing problem. Other than that the pairing system should work.

  • The time line's data allows for any number of parameters, the 3 is just a UI limit....i'll try to think up something

  • [quote:3knli77y]When you say "Aim at <any old object>", it usually just picks the first.

    Ashley are you sure about that? I seem to remember code wise that it usually pairs objects together automatically, so if you have 5 tanks and 5 turrets and use an action 'always - set turrent to tank.x, tank.y' it pairs them up even if they arn't in a container....and when they are in a container the only difference is that any conditions the select/unselect tank will also select/unselect turret....

    I'll have a look at this when I get home... at work and cant open cap files

  • The timeline object should now be a great aid to in-game Cinematics

  • Haha well i guess its great to see that professional games use the same technique.The trick is to make it not just rotate back and forth but to increase and decrease height a little bit. The awesome thing about the sine movement is you can configure the values so that they are slightly random. For example, instead of all the grass objects swaying left and right at the same time, you can change the period offset to be randomized by 100%, causing all the objects to sway in the same cycle but starting at different points. However, I might rename Period offset to 'phase' because I think phase is the physics term when referring to waves. Also yeah my grass is a bit crazy and fast, but if you tweak the values in the properties you can make it more subtle.

  • I could implement it as a system action and a system condition which has a string parameter...I could even draw it in the event sheet to look a bit different to the normal system actions/conditions... would that be okay?

  • Deadeyes credited now!

  • oh, you can do that in events by comparing timer as well. But this plugin is kind of more flexible because periods happen other other periods, and u can cut a period short...so its like the timeline is a bit more dynamic.

  • You can use the action 'Fall through platfroms? yes' to allow the character to fall through them at your will. Then untick the 'allow down button' and use an event like this:

    always - set fall through to false
    If player is overlapping fallable : offset (0,1)
    and user pressed down button
    ------Set fall through to true[/code:2arao7wg]
  • For the record I sat down for an hour and planned out how to mod the timeline to make it as flexible and powerful as possible. However, how does the timeline function work in Game Maker ?

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  • some techniques are to rotate it around a bit randomly each time, and make some dark and light, and use different sizes. But yeah that particular image could be draw a lot better for that kind of thing...it was really just a random image heh

  • For anyone worried that the construct random might be badly made because its built in, or doesn't produce good random value, or is bias to higher ranges or something, this should hopefully prove them wrong Construct uses the mersenne twister algorithm

  • Even if I do say so myself!

    I use 2 sine movements on the grass. One makes it sway left and right, the other makes it increase and decrease in height.