David's Forum Posts

  • Sorry guys I honestly have no creative flare tonight. Anyway heres a little example showing how the collision offset can be used to test for a collision before your object has moved. Here I delibrately make sure that no collision will occur in the spot that you're going to move to.

  • linkman2004 - Okay I found a work around. I added an action which repositions the bones. If you call the action just before using 'set position' etc everything should work fine

    I also made a modification. When the mouse is over a handle or a point, it becomes a bluish colour. This makes it a LOT easier to work out what limb will be affected if you start dragging. Its quite amazing how a bit of highlighting can really help out in confusing situations!

    Oh also, always setting an animation no longer buggers up

  • Okay just a status update.

    Made some fixes to platform behavior

    1 - All the new bugs that have come was due to me doing a hack which broke stuff, i reverted it and tried a cleaner method, so the 'falling' condition and 'is moving' are all fixed

    2 - Platforms are now more stable. If you join them together, you just run up slopes and down slopes, but if u run into a situation where normally you would be pushed out, you dont get pushed and u keep running (which is expected)

    I'll get Ashley to do a hotfix...hopefully this will fix all the platform problems for this build

  • linkman2004 - the lag is caused because the bone movement is being evaluated before the platform movement....so its kinda doing this:

    position bones

    move platform object

    run events

    reposition bones.

    The bones get repositioned twice because if the events change the angle the bones need to reconfigure. However, the lag is caused because the platform object is moving after the bones do their movement....

    I have no idea how to fix this

  • Not my best of examples but it does the trick.

  • Next build we'll try to have the python issues resolved. They are actually really simple!

    Basically when you export your exe, you choose which python files you want to include. However, this list is also used in the preview, so it would probably make more sense to have the 'choose python files' appear in application properties or something rather than the exe export wizard. If you click the select all button, all the python modules that came with the standard python install are included with your exe so people shouldn't need python installed to be able to run your exe.

    Originally I thought python would just be used for simple stuff like moving an object and calling construct functions, but instead people are using python to access all the libraries to add further functionality into their games. So I think I'll change it so all the modules are included by default when you use python ( i think its like a few extra mbs ).

    I'll keep ya posted

  • There's actually a tileset object coming up which I've been developing for a while. However, the 'level editor' in it doesn't auto chose tiles for you like RPG maker etc (or this 'margin' idea).

  • I wish I had an apple to test it on...

    If you create a blank direct x game does it run?

    If you place just a single sprite on the layout does it run?

    If you then add an action like 'rotate 1 degree' does it work as expected?

    Is it just those plugins which are having a problem?

  • Hehe looks like people are gonna be needing my move safely extension ported to construct. Although I wonder if it would be better to just add an action like 'move x,y pixels, stopping if you hit >>object type<<' and it would stop the object if it overlapped. Would be a lot easier for people to implement into games etc.

  • haha yeah I'll post an example of that when I get home from work

    edit: I just remembered I hadn't actually tested the timeline since i added all the code for multiple timelines....however I'm a pretty competent programmer and I'm sure I coded it all correctly and it will just work *cough cough splatter*

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  • Okay I'll do a hot fix for bone movement when I get home from work. Whats this lag issue?

  • So I tried assembling her with bone movement. Results are pretty good of course the quality would be determined by how well i boned her body and how well I rotated her limbs. OH MAN I JUST REALISED HOW TERRIBLE THAT SOUNDS. Anyways, since I did get the graphics off their own forum, hopefully they wont mind me putting together this cap file using those graphics. However if theres any violation of anything I'm happy to remove it.

  • If only l'd done some searching around on their forums, and possibly found a mod that contained the artwork of the character for a 'template', and if only those copywrite graphics were hosted on their own server somewhere like here: http://bit-blot.com/aqmods/naija_sprites.zip but that would be trolling wouldn't it and I'm not a troll

  • wow that video is great. Its just amazing how those particular graphics all join together and the character can completely change from a sleeping stance to a stand up stand and the graphics not lose any kind of quality (like the bones revealing themselves by having gaps etc)

  • Anyone whos played Aquaria will be familiar with this character

    Well by using the mod editor, I was able to extract what the bones look like:

    I figured this might be helpful for artists who wanted to design their characters so they could be used with the bone system in mind

    I'm tempted to extract actual graphics out of this game but I'm worried it'll get me into trouble....