gugugu's Forum Posts

  • sorry for sounding like an idiot but how does that formula translate to a workable construct event? this level of math is way over my head.

  • I've been pulling hairs trying to create a versatile formula that basically would make something wobble. i have two needs for this formula, first is to make a sprite wobble by manipulating width/height, second to have the sprite move and wobble when reaching its end location.

    Here's an image that hopefully shows what i'm trying to create:

    Depending on the initial momentum, the sprite should oscillate at the end point until it has stopped.

    Here's a cap example:

    https://www.dropbox.com/s/9gu7ugl7an8bkkk/wobble.capx?dl=0

    Both sprites are using the sine behaviour and none of them work correctly.

    -the sprite that changes width flips after reaching the mid point (shrinking and getting narrow is fine, but not flipping!)

    -the sprite that moves horizontally only wobbles from its initial location instead of moving from point A to point B, this makes me think sine is probably not the answer to this question, i think...

    I was hoping that someone with knowledge could poke me in the right direction on how to get this formula done.

  • thanks a lot, that's exactly what i wanted to know

  • thanks a lot! i used the second way and it worked .. i think i understand what i missed.

  • I'm getting a fatal crash from a seemingly simple collision event. It happened both on construct v. 0.99.92 and 0.99.94

    The app crashes, seemingly at random, when a cannonball sprite hits and destroys the wall tiles. If you download and try this, you may have to restart the app a few times if nothing happens.

    please help!

  • In the project bar, look for an Icons folder

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  • thanks, i guess that's what i'll do in this case. it would be nice if this feature was added, though; i've found myself wanting to do similar things before, not using the offset condition.

  • The offset was just an example (picked "Copy as text" on an event with the condition "Is overlapping at offset" and edited it to fit what i wanted).

    I need this as an algorithm for one condition, not only for the offset condition. My understanding of math is very low, but an algorithm like this shouldn't be too complex for those who do, i hope.

    I hope my request is making sense

  • Hi all,

    Is there a way to make a mathematical formula that checks for any value between a set minimum and maximum number?

    Specifically what i want done is this:

    + Dude: overlaps Tile : offset (100 TO 200, 40 TO 80)

    -> Dude: make stuff happen!

    Thanks!

  • It works! Thanks so much!

  • yeah, i've used that to fix animations, it would be nice if construct would finish the animations on it's own, though.

    The frame skipping just shouldn't happen. I suppose it could be fixed by tying the animation to a value, but it would suck to have to make all these workarounds for every added character..

  • i'm using version 0.99.91.

    The problem doesn't happen when the character is stopped or moving at full speed, only sometimes when accelerating. try pressing the attack key at random intervals while walking around and it should happen.

    I'm pretty much a computer dyslectic, but could this be an issue with my video card or something similar?

  • Thanks for replying! I uploaded the example here:

  • [quote:3byjhqya]Hello everyone,

    I'm having a few issues with animations

    Whenever I have an animation that is supposed to play once, it gets stuck on the last frame instead of simply ending. I unchecked the loop checkbox and the animation is set not to repeat. So far I've fixed this with additional events but it's causing problems and cluttering up the event layout.

    The second and biggest problem I'm having is that animations are finishing prematurely. I'm using the platform movement behavior and it seems to happen when my character is accelerating in speed (it doesn't happen while the character is standing still or moving at full speed).

    I tried lowering the speed of the animation to see what is happening and it looks like it's skipping frames, only playing the 2, 3 last frames (make that 1, 2 last frames).

    Use S to jump and D to attack. The attack animation is where the problem is, but i've been having these issue with other projects as well.

  • I tried lowering the speed of the animation to see what is happening and it looks like it's skipping frames, only playing the 2, 3 last frames.

    Is anyone having this problem? should i upload an example?