deadeye's Forum Posts

  • So whats this rumor about us getting a network plugin soon? I do agree that the info on this topic is very fragmented.

    In the latest construct release thread. The one stickied at the top of this forum.

    Edit:

    Ah, but I see you already found it.

  • Hmm, I just realized that Set force is a very innaccurate way of doing this simulation... Add force yields much better results. For instance, under Set force, a large body of objects will move towards a single object at the same rate that the single object moves towards the large body.

    In reality, the large body has more cumulative pull, so they would be drawing the single object faster than the single object would be drawing in the large body. In other words, the single object would be moving much more.

    This can be corrected by changing Set force to Add force.

    I've also stabilized the simulation somewhat by setting Linear and Angular dampening to 50% and elasticity to 0%. It's till possible to go into a "death spiral" but it's much less likely and takes lots more objects to do it.

    But the major problem is that when there are a lot of objects in the center of the screen, and you place one at the edge, the Add force makes it move way too fast towards the group.

    I've also removed the 100ms timer, the nested loop actually doesn't cause as much of a performance lag as I thought it would.

    Anyway, here's my tinkering with it: http://www.fileshack.us/get_file.php?id ... y+mess.cap

  • You could make two different bullets.

  • but the odd behavior i noticed in link's, is how putting a heavy mass and light mass next to eachother will result in them moving out of the screen instead of the green simply coming to rest next to the gray.

    also, orbiting objects almost always manage to slingshot farther away, rather than coming closer and closer.

    Yeah, it doesn't seem to be very stable. Still, getting pretty close though as each object actually does have it's own pull.

  • Yep. Pretty easy to do, really.

    http://www.fileshack.us/get_file.php?id ... tretch.cap

    Left click/right click in the window.

    Though it doesn't respect Point scaling

  • No, not yet. There is apparently an online plugin in the works.

    Hey David, Ashley, or Rich, maybe one of you should sticky this thread, seeing as how this question comes up every five minutes.

  • That's really all that's worth using it for.

    For now anyway. I'm sure it'll be plenty useful in the future, at least for some people. It just need a little more basic functionality. Being able to save your palette, remember the last too used, ability to create new frames, along with animation preview. Little things like that. It doesn't need all the capabilities of Photoshop or anything. That's what Photoshop is for. Things like layers and tablet support are really asking an awful lot of a simple little graphics editor.

    Though no matter how useful it gets I'll probably still just use Photoshop anyway because that's what I'm used to. And because I can't work without my layers and tablet support.

  • Hmm, your problebly right though it is strange that the Goomba works perfectly when there is only one of them.

    The reason to use physics is mainly becouse i want the Goombas to interact with the other objects.

    If you want built in functionality like gravity/collision without having to code it by hand, just use the Platform behavior on them. At the beginning of the layout do "Goomba: Start ignoring user input." Then you can manually set the x speed and such with events.

  • Okay, I just took a look at your .cap... and it is working.

    It just looks like it's not.

    What's happening is your physics goombas are getting stuck on the pipes. They're trying to turn around, but they can't.

    Try changing the goomba's physics settings like so:

    Linear Dampening: 0

    Contact Friction: 0

    Contact Elasticity: 100

    World Friction: Exact

    World Solver: Exact

    You will see that the goombas do have a mind of their own. They still get stuck, but not as much.

    I think the reason they weren't breaking loose of the pipes until the other goomba hit the pipe is there was a transfer of force through the objects that was big enough to knock it free. Which is strange, because the pipes and ground are set to Immovable. I don't really understand it.

    Anyway, it's all just a byproduct of trying to use physics for a platformer. Theoretically it can be done, but it's a weird use of the physics engine. And if it's a weird use of the physics engine, you're going to get weird results. My recommendation is that you stick to non-physics behaviors for tasks that don't need physics.

    And yes, I understand that you want to use physics because it's easier... but in practice it just isn't easier.

    Set alterable value

    What is this MMF crap? gbt dailyclick

  • Thats pretty clever. Still dosent work when having more than one Gomba though. Is it even possible to have diffrent private variables for instances?

    Yes it is. There must be something else going on with your events. Upload your .cap.

    Edit:

    As for the bricks, you could run a routine that changes it's y pos over time up a few pixels, then down a few pixels, but you won't be able to make any simpler event system than if you just do it with animations.

  • Lol, it's funny because the only thing I ever used the editor for was importing graphics and placing image points and the hotspot haha.

    ~Sol

    Same here.

    Or, of course, making colored boxes or circles just for testing things out.

  • Instead of "direction" being set to either 1 or 2, have it set to -1 or 1. That way you can do this:

    +On collision between goomba and pipebottom
       -goomba:Set 'direction' to 0-goomba.Value('direction')
    [/code:3esth2tb]
    
    (That's "zero minus direction.")
    
    Instead of the sub-event with the Else condition you have there.  I can't tell without the .cap, but I suspect that Else might be mucking things up.
    
    As for bricks, I just did a quick mockup where I had two animations for the brick, "Default" and "bump."  For the bump animation I just copied the frame a few times, then lowered the hotspot 2 pixels down on the first frame, 4 pixels down on the second frame, 6 on the 3rd, 4 on the 4th, and 2 on the 5th.  I set the animation to not loop, and 24fps.  It looked fairly close to the original SMB.  You could always tweak it to match perfectly.
    
    [code:3esth2tb]
    +Mario hits brick
       -brick: Set animation to "bump"
       -brick: Set animation frame to 1
       -brick: Play animation
    
    +brick animation "bump" finished
       -brick: Set animation to "Default"
    [/code:3esth2tb]
    
    You could always work in the bump animation as a condition for bopping Goombas from below this way also.
    
    Edit:
    I agree with Sol, if you're still having problems, upload your .cap.  And if you're really using Physics for everything, I wish you luck... you'll need it.  A few people here (myself included) have tried using physics for platformers, and the results are always less than satisfactory.  It's a real pain to work around.
  • I've been thinking about making a series of beginner tutorials, but the problem is I'm so very, very lazy.

  • Dude, you've really got to name your objects. My brain hurts from trying to read your events. It's all Sprite, Sprite2, Sprite3, Particles, Particles2, Particles3, and none of your sprite icons look like their sprites.

    Anyway, I'm pretty sure I've got it fixed for you.

    http://www.fileshack.us/get_file.php?id ... ticles.cap

    I put the bullet-trails particle object into a container with the bullet, and removed (or rather, turned off) two of your events, particle spawn and particle create. I commented both. Seems to work fine now.

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  • http://www.fileshack.us/get_file.php?id ... +thing.rar

    The .cap doesn't work any more, but luckily there's a compiled version in the .rar so you can see how it did work at one point.