deadeye's Forum Posts

  • You're not pressing it hard enough.

    Naw, just kidding it's broke right now. Everybody's getting the same thing since .94

  • Doh! Okay, I get what you're saying now. I was finally able to get on Construct just now and test it out. I see now that N Angle is only a visual trick, the actual angle is still a full range of degrees.

    That's really weird and counter-intuitive. I totally didn't expect it to behave that way, that's where I got confused. It seems to me that if you're locking the rotation to a set number of steps, it should only return those step values.

    It's also strange to see your sprite display at exactly 180 degrees, but be told that it's really 185.9408654 degrees. It's like the angle of motion is tied into the angle, and it doesn't need to be.

    Edit:

    Just checked out Jeswen's .cap. Pretty clever solution. Just an fyi though, you don't need to have an Always event on every line, it works just as well this way:

    <img src="http://xs226.xs.to/xs226/08155/always299.jpg">

  • Okay, so... if you set N Angles to 4 on an RTS object, it can only face in four directions, right? That would be 0, 90, 180, and 270. Is that what's happening?

  • I need a tutorial on a custom platform movement engine thing I don't think that the standard platform movement will cut it for my game.

    Vinnie made the start of a pretty decent one. It's rather heavily commented, so it should be pretty easy to follow. It has a couple flaws, but the basics are in place.

    At the very least it'll give you an idea of the direction you need to go in.

    http://scirra.com/phpBB2/viewtopic.php?t=613

  • deadeye: Thanks, but when using the RTS movement, the angle can be anything between 0 and 360, not just the 4 steps, so comparing like that won't help much...

    Now I'm confused. What am I missing here? Does N Angles not work with RTS or something? (I haven't been able to test anything because my girlfriend has been on my computer literally all damn day )

  • Aw man, that sucks. Neck injuries are a bitch. Still I suppose it's something to be thankful for that nobody was hurt any worse than that.

    Hope she feels better soon.

  • Just make your own compare and set a variable based on that. With N Angle of 4 you know that the only actual angles your sprite can be facing are 0, 90, 180, and 270. So do this:

    + sprite.Angle Equal to 0
      - set sprite.Value('nStep') to 1
    
    + sprite.Angle Equal to 90
      - set sprite.Value('nStep') to 2
    
    + sprite.Angle Equal to 180
      - set sprite.Value('nStep') to 3
    
    + sprite.Angle Equal to 270
      - set sprite.Value('nStep') to 4
    [/code:3kgbais7]
    
    And if your sprite angle = 360 then manually set it to 0.
    
    But like I said before, it would be easier to just compare the angle directly.  You're just making an extra step for yourself by translating it into a single digit.  I don't see the point in it (unless you have a really good reason).
  • LOL deadeye, considering nobody got hurt, that's kinda hilarious

    Yeah, it was pretty funny. There were people from blocks around who came to gawk at it.

    Aside from my landlord (who was outside at the time) I was the first one there. At first all I could do was stand there gaping at it. The chick who lived in the apartment above was looking down out of her window and asked me rather casually "Is that a car sticking out of their apartment?" "Yes." "Should I call 911?" "YES." That's when I ran to get my camera.

    Anyway, what's new with your situation, SB? Any news? Got some pics to share?

  • Sweet mamma jamma! Those pixels look great

    Can't wait to try this out...

  • You can do it with math.

    a/n = N Step

    Where a is the actual angle of the object and n is the number of angles in a step.

    For instance, if your N Angles is set to 4 then the number of angles in each step is 90. If your object is at 270 degrees then:

    270/90=3

    Your N Step is 3.

    If your N Angles is 8 then the number of degrees per step is 45. If the angle of your object is 225 then:

    225/45=5

    Your N Step is 5.

    The result is zero-based so if your object is facing right, your N Step will be 0. So for an N Angles of 4, you'd get steps of 0, 1, 2, and 3.

    It seems to me it would be easier just to compare the actual angle of the object, though.

  • That's really wacky... the texture even changes frames to match the Mario sprite in the center. 3D Boxes aren't even supposed to be able to have animated textures

    When you rotate the Mario sprite off-screen, the texture corrects itself. And aren't your boxes supposed to be green on top?

    Edit:

    Okay, I've finally gotten around to testing some things out. I can open my project now, which is good... but the platform movement is still broken, which is bad.

    It's not as broken as before (seeing as how it actually loads now), but there are problems, mainly with the jumping. I tried it out on a fresh .cap and it's doing the same thing... if you jump while standing still then the sprite makes a puny little jump that gets cut off too soon. If you jump while you're moving left or right, it jumps to it's normal height. And when it hits the ground after a jump or a fall, it jerks to a stop for a fraction of a second and loses all horizontal momentum. Hitting a ceiling also makes it lose momentum.

    The sprite also sticks to walls, and jumping against a wall will cut the jump short the same as jumping into a ceiling.

    The new gravity directions also don't work properly. The sprite gets stuck in the air when you jump, or sticks to ceilings and walls, until you press one of the left/right movement keys.

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  • OMGWTFBBQ

    Upload?

    Sure thing.

    <img src="http://xs226.xs.to/xs226/08154/outside908.jpg">

    Before the police and fire department arrived. The chick was still inside the SUV at this point.

    She'd had her drivers license less than a week. She mounted the curb, took out two trees and a wrought-iron stair railing to get to this point.

    <img src="http://xs226.xs.to/xs226/08154/bullseye298.jpg">

    A perfect fit. She couldn't have made a better shot if she'd been aiming for it. And the building's maintenance man was probably wondering if he was going to be the one to clean up the mess. Which he was.

    <img src="http://xs226.xs.to/xs226/08154/inside837.jpg">

    After the cops got her out but before the fire department got there to close off the place. You can see where the bumper had smashed through the wall... my neighbor's head was right on the other side of that.

    The chick driving said that for some reason her brakes just stopped working, and she panicked. Hmm...

    <img src="http://xs226.xs.to/xs226/08154/interior439.jpg">

    ... could be that car stereo wedged underneath the brake pedal. Just a guess. Also notice that the airbags didn't go off.

    Later she tried to change her story to say she was "run off the road by someone." My landlord took pretty much the same photos I did though, so her insurance company was probably all over that stereo jammed under the brakes.

    <img src="http://xs226.xs.to/xs226/08154/aftermath920.jpg">

    My neighbor, dazed and confused amongst the aftermath.

  • Good job on the fix! That was mighty fast. Can't wait to take it for a spin when I get on my other computer.

  • Good to hear everyone's okay, especially after a head-on. That's some scary stuff.

    Reminds me of last summer, there was a crazy accident in front of my apartment building where by some miracle nobody was hurt. Some chick drove her SUV through the front window of the apartment on the other side of my building. The front right bumper went through the living room wall and into the bedroom like two feet away from my neighbor's head. He was just sitting in his room playing GTA (of all things). I have some crazy pictures of it around here somewhere.

  • If that seemed hostile, I apologize. I didn't mean anything by it. I was just curious why you didn't use Print Screen, is all. I know that sometimes people's graphics cards are set up so that Print Screen won't work to cap movies or games because of some rendering setting.