deadeye's Forum Posts

  • He's not talking about a hop effect or animation. He's talking about actual jumping, in regards to the "Allow bunny hop" option for platform behavior.

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  • First problem I've encountered is how strange jumping, colliding and changing direction works. Diasabling bunnyhop effectively prevented some bugs but playing without it turned out to be less comfortable. So is there a way to cause jump after landing while still pressing the button? Or to restrict bunnyhop by having the sprite touch the ground before succeeding jump?

    What bugs? What exactly is strange about the jumping, colliding, and changing direction? Could you be more specific? Or provide an example with bunnyhop enabled so we can see these bugs?

    As for manually creating a bunnyhop without bunnyhop enabled, you can do something like this:

    + Rabbit [Platform] is Falling
      -> Set Rabbit.Value('jumpReady') to 1
    
    + Mouse&Keyboard: Player 1 "Jump" is down
    + Rabbit [Platform] is On Ground
    + Rabbit is Overlapping platformTile at offset (0, 2)
    + Rabbit.Value('jumpReady') is equal to 1
      -> Rabbit [Platform]: Jump
      -> Set Rabbit.Value('jumpReady') to 0
    [/code:2pwjd4r8]
    
    The On Ground on it's own would trigger a bunnyhop when landing on another rabbit, since they're solid.  And I assume you don't want to do that...?  So by adding an Overlap at Offset condition you can make sure that not only are they on "ground" but that they're on the [i]proper[/i] ground.
    
    Likewise, if you only have the overlapping at offset on it's own then you would trigger a hop simply by intersecting any jump-through platform.  So you would need both in order to get it working right.
    
    As for platformTile, you could create your own custom attribute for both solid floors and jump-through platforms and set both of them to that so you only have to make one condition check for all of them.
    
    You might need to adjust that to suit your own needs but that's the general idea.
    
    
    

    My second request is concerning collisions. Controllable characters are both solid sprites with platform movement but this hardly let's me modify anything. Would someone kind suggest other way to do this? I have slight idea... but can't really put it in use.

    What are you trying to modify? I don't know what you're trying to do in the first place so I don't know of an "other way."

    I will say that although Construct looks a bit like MMF, it behaves a lot differently. I'm sure there is a way to do what you need (whatever that might be ) but you will likely have to unlearn your MMF methods in order to do it.

    Anyway, go ahead and post exactly what it is you're trying to do and what's going wrong and I'm sure someone will be able to help you out.

    By the way, nice bone animation on the rabbits

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  • DravenX has deleted several of his example threads. It was largely my fault, because I said he could delete a thread with no replies and it wouldn't matter too much. I just wasn't thinking.

    Here's a list so you can update your OP:

    Zoomblur Effect aka Godray capfile

    Flashlight effect using fx files

    Stargate Portal Using One Particle

    Freaky 3D Optical Illusion

    Oil Rise , Stop And Drain Example

  • Apparently it was a mistake for me to say that it was okay to delete your threads if they have no replies. Now Jamesx's tutorial list thread has a bunch of dead links.

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  • Hey everybody

    I know everyone is excited to learn how to do 3D stuff, but if you have questions on how it works, check out the Help forum or the Tutorials forum.

    Thanks

    I have one ask!!! How to make the 3D Model colisions?? I did make one level in WaveFront OBJ file, put in the 3D Model path option and selected SOLID in Properties, but the protagonist do not collides with walls of model.

    There's some info about doing collisions for 3D objects in this thread:

  • Holy crap, that is awesome. I want to play it! Do you have a demo available?

    So many awesome screenshots lately

  • Same goes for threads... if you delete the OP of your thread, it leaves all the replies behind. That's even worse than just deleting single posts because the thread REALLY doesn't make sense any more.

    If your thread has no replies then that's okay I guess. Otherwise, leave it be.

  • In doing my own tests with this (using that same formula), the lerp causes the door to lag behind the image point on the player when the player is moving, even if the lerp amount is large.

    I even tried to change it up so that all the calculations for door movement were "local" and relative to player space, rather than targeting the player image points in world space. It was a little better, but still laggy.

    I'm sure there is a formula out there that will do this perfectly, and I am also sure that formula is way out of range of my math skills. So as I mentioned before, I think the simplest and most accurate method would be to make door opening and door closing animations for your door sprite.

    (If Construct had any sort of parenting ability, you could parent the player to the door and move the door child locally along it's own Y axis relative to the player. All other positioning and rotation of the player parent would be automatically transferred to the door. Unfortunately, Construct doesn't do that... so, uh, this is a moot point I guess )

  • Please do not delete your posts. It breaks the forum. You get threads and replies that don't mean anything any more.

    If your files are missing, just update your posts stating they are no longer available.

  • ... Crap. That is EXACTLY what I did. LOL

    Thanks for the help, guys! XD

    Hehe, no problem

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  • Ah, I see . Well, the math for that is way over my head.

    What I would recommend is that you create an animation of your door moving open and closed. That way you can just play the animation, and it will appear to move properly no matter which direction it is facing, and will remain attached to the proper location at all times (instead of floating around with lerp).

  • It would be helpful to have more information. Does your vehicle rotate? Or is it always facing the same direction? If you could provide an example .cap of what you're trying to do, that would be very helpful as well.