deadeye's Forum Posts

  • I would just use a separate detector sprite. While using the custom collision mask may be convenient, for this type of problem, you're making the problem far harder. If you're trying to find an angle and the act of testing an angle changes the collision mask, you're already in an order of magnitude harder problem than using a separate hitbox.

    Yeah, I'm realizing that a bit too late. The thing is, I've already finished the first few lessons and they're all using the collision masks. It was a bit of poor planning on my part. Live and learn, I guess.

    The reason I switched to the collision masks is because I wanted to show the new feature, and I wanted to make the tutorial as compact and efficient as possible. Using separate hitboxes means extra objects and extra events. I guess missing out on slopes is the trade-off. So I think the best thing to do is just leave slopes out of the main tutorial, and maybe have a separate mini-lesson that shows how to do it the old way. It's not really necessary to have them in the tut anyway, this is Platform School after all, not Slope Academy or Hill College or something.

  • And this would be the desired result:

    <img src="http://i244.photobucket.com/albums/gg36/some9000/P2.png">

    Set the spray cone to 360 degrees?

    [quote:ugwzob83]Also - is there a way to randomize the hue of each particle?

    No, but you could layer a few different particle objects on top of each other and have different colors assigned to each one.

    Or you could make your own particle sprayer using sprites. Something like so:

    + Every whatever Milliseconds
    + Repeat numberOfParticles times
        -> Create Sprite at X, Y
        -> Set angle to random(360)
        -> Set speed to random(whateverSpeed)
        -> Set color filter to rgb(random(255), random(255), random(255))
    [/code:ugwzob83]
    
    If you use Bullet and Fade behaviors on them then they will move and fade out on their own.
  • Okay, now it doesn't. Strange. It was working a second ago, and all I did was add an image point to the image and now it's all crashy. I guess this needs to be tested further.

  • I just installed a clean, vanilla version of 0.99.82 and I can confirm that yes, this is broke in 82, but it works in 83. So the issue has been fixed for the next build.

  • It works fine for me.

  • Ah, I see.

    Well, if it's the same issue that Mr. Wolf was having then it's probably already fixed for 0.99.83. Check out his thread:

    The example he posted there works fine for me using the 0.99.83 3D Box runtime. I'd forgotten that David added it because it's not in the changelog for 0.99.83, go figure.

    The example I posted earlier is still an issue though.

  • I need help! I can't find a good solution to slopes in the new Platform School tutorials. I've been racking my brain for two days on this now. The platform behavior itself navigates up and down slopes just fine. That's not the problem. The issue I'm having is lining the player up with the slopes.

    In the old tutorials, the player and the hitbox were separate objects. That means that if the hitbox detected a slope, then the player sprite could set it's angle, and be moved downward a few pixels from the hitbox, in order to line itself up with the slope.

    Here's the problem: In the new tutorials, I've gotten rid of the separate hitbox and I'm using David's new collision mask feature instead. So... setting the angle of the sprite now also sets the angle of the hitbox, which I have found to be rather glitchy.

    Also, I am using the "Auto Rotate" and "Auto Mirror" features so that the player sprite only needs one animation angle. Setting the angle manually seems to work well enough, but if you're not actively setting the angle then the Auto Rotate feature kicks in and makes the player face where it thinks he should be facing. It's not a bug, since it's working like it's supposed to, it's just an inconvenience.

    So, here's where the challenge comes in. I may just be going about this the wrong way, and someone out there might have a better solution. I'm inviting people to help make the player line up with slopes. Here's the .cap:

    http://dl.dropbox.com/u/529356/slopetest.cap

    v0.99.82

    The solution you create has to fit in with the rest of the tutorials, so there are a few rules. They are as follows:

    • You must use the Charlie sprite as-is. You cannot add angles or change the Charlie sprite, it's hotspots, or it's collision mask. You may add image points if need be.
    • You must use the Auto Rotate and Auto Mirror features.
    • You cannot use any behavior on Charlie other than Platform.
    • I would rather you not use a separate "detector" object. If it's completely necessary to your solution, then that's okay.
    • You may add any families, variables, or attributes that you need. The slope objects already have a custom "Slope" attribute assigned to them.
    • Your solution must be simple enough for a newbie to understand. You can use complicated math as long as you are able to explain it to a layman. (In other words, if I don't understand it then it's too complicated )

    You can use any method you see fit to make running up and down the slopes look natural. I will pick the easiest and best looking solution and incorporate it into the tutorial, where you will get credit.

    With the guidelines I've set it might not actually be possible to do what I'm asking. All I know is that what I've tried hasn't worked. Hopefully someone can find a way, but if not then that's okay... I just won't have slopes in the new Platform School tuts.

    And thanks in advance for the help

  • Hey gammabeam, you can get a smooth lerp-like effect this way without actually using lerp:

    http://dl.dropbox.com/u/529356/lerpfish.cap

    I hope this is the effect you were going for. The fish thing is rotating towards an image point on the arrow. And you can change the rate at which it follows the mouse by changing the *4 part of the equation to something else. Higher numbers will rotate faster.

  • All three boxes in your example show up fine for me. You are still using 0.99.82 for this?

    Edit:

    I just remembered that David included a new 3D Box runtime in his 0.99.83 updates, which I am using. That's probably why it's working for me

    So yeah, this is fixed in the next build, but the problem I linked to above still exists. I should probably install vanilla 0.99.82 for comparison tests...

  • So you want it to keep track of the number of total degrees it's rotated since the start of the game? Like, it will return 1080 degrees if it's rotated three times?

  • This is unrelated to scrolling (that works fine for me in the newest version). This is where only 3D boxes overlapping or contained in the original screen resolution (the outlined area starting from 0,0) are visible. I have a .cap that demonstrates it. Is there a way to attach it to my post, or do I need to use an upload site?

    You can post attachments in the Uploads forum, as long as they're small. As for free hosting, the preferred method on the forum is Dropbox because you can easily post direct links. Box.net is also pretty decent.

  • Is it this issue, by any chance?

  • I see. Well, the main thing to keep in mind is that you need to balance your jump strength with your jump gravity. That will allow you to change the speed of your jump. You just need to experiment with it.

    http://dl.dropbox.com/u/529356/jumping.cap

    v0.99.82

    I made an example of two objects that jump the same height, but not the same speed. It took me only a moment of tweaking the settings to get them to do that. You can make all sorts of different jump styles by altering these settings, from floaty, round-topped jumps to sharp triangle jumps.

    The jump strength is the speed at which the jump starts, not the height of the jump. But as soon as the jump starts gravity is going to affect it. From your description it sounds like you want a perfectly linear jump that is 150 pixels per second until you reach 450 pixels in height, at which point you begin to fall. If you ask me, that would be a rather awkward looking jump. I've included an example of what that would look like as well. Gravity affects the speed of the object immediately, so you can't really have a consistent speed of 150px per second during the length of your jump because it just wouldn't look natural.

    What I would recommend is that you make a testing playground for your platform object. Set some benchmarks, like that dashed line I have in my example. Tweak the settings until you get the thing jumping at exactly that spot and at the speed you need.

    Otherwise, yes it's perfectly all right to make your own custom platform behavior that does what you need to do. Others have done so when they needed features that weren't available with the platform movement.

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  • Mr. K, are you by any chance using Unbounded Scrolling? I can confirm that the box does this for me when that's checked. It disappears near the edge of where the layout is.

    Otherwise it seems to be fine.

    Edit:

    Made an example .cap:

    http://dl.dropbox.com/u/529356/3dboxdissapears.cap

    I'll post the bug to the tracker if you haven't already.

  • Did you allow 3D layering for the layer the box is on?