Holymonkey's Forum Posts

  • Thanks for the info. I'm sure you're right and I'm just doing something wrong. I just didn't want to keep pulling my hair out if there were known issues. I'll keep trying to debug, starting with making a simple CAP which only includes flipped and animated sprites overlapping with each other.

  • I'm getting strange colission detection results in my side-scrolling platformer what the characters are facing left. (rotated to 180 with auto mirror on)

    Should I bother continuing to debug or are there still known collision issues?

    thanks

  • No, not slow motion for the whole game.. the ability to make any character on screen set to different amounts of slow-motion.

    for instance give the playe rthe ability to slow time, but he and perhaps some special enemies are immune or partly immune.

    additional x and y would not only allow for easy implimentation of conveyor belts and wind, but would also allow for the time effect In hoping to create.

  • Only two people beside myself would like this feature added?!? I guess there arent as many MMF2 users here who've expericenced how wonderfully easy to use and how much time and code it can save someone who wants to make really advanced platformer games.

    Anyone else out there know what we're talking about?

  • thanks much for your patience and siggestions, Lucid.

    I'll give hashtable a shot as soo as I get the chance.

  • I'm guessing your hotspot is set somewhere (like at the feet of a sidescrolling platformer character)

    I had the same problem, but then realized the "invisible particles" for LOS detection are likely spawned from the hot spot and were therefore immediately getting destroyed (becasue the hotspot is touching a solid object.. IE, as soon as the invisible detection particle gets spawned, it gets destroyed!)

    I moved the hotspot up to where the eyes would be inthe sprite and it now works fine.

    is this the case for you as well?

    I wish we could set the origin point or "eyes" to another point.

  • that would surely be nice.

  • unfortunately it does not work even if the quotes are removed.

    would this technically be considdererd a bug that it doesnt work, or more of a feature request for it to work?

    another solution would be if I there was an expression to retriev the default speed of a given animation. The data is there, it would sure be handy If i could just retrieve it instead of jumping through hoops.

  • Hi,

    two additions to the platform behavior would make it drastically more versitile. an "additional x velocity" and "additional y velocity" would not only make effects like wind/water current, and standing on conveyor belts near effortless, but they could also be used to counteract the "normal velocity" of the behaviors movements, allowing to create perfect slow-motion effects on movements without loosing the actual momentum once you bring time back to normal by setting these "additional velocities" back to zero.

    currently, if one tried to ajust the velocities of the platform behavior to simulate time, the actual inertia would be lost would it not? In other words, If you slow down the y velocity to create the illusion of a jump, you've lost the actual timing for your jump. it would be near impossible for perfectly simulating time-slowing for a platform behavior without imperfections due to these issues.

    I know lots of people will say "program custom platofrm behaviors" but my point is this small addition to the built in behavior would make it far more powerful and useble no mater how fancy someone wants to get with their gameplay.

    thanks for listening

  • I everyone,

    I'm trying to work out a slow motion effect for Specific on screen enemies at specific times.

    I wish there was a way to retrieve "the default speed of any given animation" but since that doesnt seem to be possible, I'vew created private variables with names exactly matching the names of the animations which are being used to store the original or default speed of those animations.

    My problem is the syntax for a single line of code(event) that will set the animation speed to the value of the private variable which shares the same name of the current animation playing.

    So far, nothing works.

    I'd imagine it would be something like this:

    enemy_0_skin.Value('enemy_0_skin.AnimName')

    but that of course tries to create a new singe variable called "'enemy_0_skin.AnimName"

    any suggestions?

    thanks

  • Terribly sorry for not reading your suggestion more carefully Lucid and thanks both of you for taking the time to help me out. I've made the changes and it now seems to be working perfectly.

  • unfortunately, it JUMPS immediately to the last frame, it does not stick on the first. And what I'm trying to do works perfectly with JUMP, yet seems to be clearly broken with FALL. (even though its the same exact animation set up and "code"

    Also, If you run the cap after the change you suggested, you will see that it is still broken... notice that when the player falls, the fall animation playes ONLY the 3rd frame. (presumibly because the animation is set to "loop to" frame 3. HOWEVER, just as with the properly working jumping animation, it SHOULD play the first two frames of fall first, then loop on the third frame.

    Why does it behave properly with jump, but not fall?

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  • Hi everyone,

    heres a tiny example .cap of the bug in question:

    http://www.holymonkeystudio.com/projects/animbug.zip

    I'm working on a platformer game and have a rectangular object with platform behavior, and then the sprite for the character's animations always set to the same position and angle etc...

    For animations like falling and jumping, its ideal to create and set the animation so it plays the first few frames once, then loops the last few extreem frames.. in construct this is done by setting "loop to" to the number of the frist frame you want it to begin looping at once it reaches the end.

    This works great for jump,... IE: when platform behavior is jumping=set sprites animation to jump.

    HOWEVER, the same set-up and code for fall is broken! It NEVER displays the first few frames.

    I'm also seeing in more complex situations which include "on animation finished: set to another animation... the sprite in my game frequently SKIPS the fists animation entirely and goes right to the second animation as though its falsley detecting that the first animation has finished when it actually has only just been innitiated... has anyone else seen this as well?

    thanks,

    Mike

  • thanks everyone for your input. I also discovered how wonderfully the "modal layout" layout object works for poping up animated menus. I love this feature and how it can be "transparent" and therefore not look like an awkward rectangle.

    By setting it to transparent I was able to create the illusion of animated sprites on screen WHILE the game is slowed down or paused.

  • thanks for the clarification, Ashly. And thanks for the awesome authoring software!

    Unfortunately, does this mean theres no easy way to make a custom menu that pauses the game, but is animated? (without custom coding all movements and therefore not being able to use all the wonderful built-in ones)?