ilanfl's Forum Posts

  • Yeah I have the same problem with the previews. It's happening now on an example with a loading bar. (Physics Vehicle)

  • Snapping to the path would be an awesome feature, yes. Or adding the possibility for sprite collision in the shape of a bezier curve. Have no idea how hard these are to implement, but just throwing it out there.

  • I appreciate you checking what's possible, Diego.

    Yes, I've been thinking to do what you suggested with the different movement outside the half-pipe. That would work. But I'm not sure how I would make movement inside the half-pipe work, like in the beginning, when the player goes from side to side to gain speed.

    Maybe I'll just make them drop-in from the top and use the animation right from the beginning. All of this seems a bit complicated but I'll try and see what I can achieve.

  • Is there a way for me to hook into the middle of an animation? Or do I always have to go from the start of it?

    For example: player lands somewhere in the middle of the half-pipe and then starts moving left or right.

  • I see! That's good news, thank you

  • Yeah, I agree, even though I don't know all it can do yet.

    I've made the movement work in the shape that I want, but having it as part of this timeline feature I imagine will make it more complicated to fit into the game. We will see. Like in cases of changing direction, or stopping somewhere on the curve that isn't a keyframe...

  • Timelines, eh? I need to learn it. Those bezier curves do look sexy... :) Thanks

  • I keep coming back to a skateboarding idea that I want to do, and still not figuring out the curves.

    I want something similar in idea to this:

    youtube.com/watch

    Movement with real curve on the sides, and flat line on the bottom.

    I'm using qarp right now, and I can achieve a bowl shape movement (see file), but that doesn't give me the flat part on the bottom.

    drive.google.com/file/d/1lShfUcEsnvND-Acp_wa1SAi7oDKF6pfR/view

    I could connect movement on a flat line on the bottom to two qarp lines on the right and left, but if I switch between lines I don't know how to control the speed being consistent and smooth between different lines.

    Is there a way to do one curved line in the shape that I want? Alternatively, do you have a different suggestion for me on how to achieve this half-pipe thingy?

    EDIT: I tried it before with a polygon shape instead of a real curve but it came out too janky.

    Thanks a bunch.

  • Hi Abdullah,

    I think it's better to put these questions in the "How Do I" forum in the future.

    Anyway, you can use PositionToTileX and PositionToTileY - these functions take an x and y in the layout and they turn it into a number of a tile.

    For example, if your tilemap is all over the layout and the size of every tile is 20X20, then the tile that is found in position 12,15 in the layout is called tile number 1,1.

    Here is an example that uses it to make the tile disappear:

  • This is really impressive, good job.

    I think this is the most impressive 3d thing I've seen with Construct so far.

    I'm also wondering what made you decide to go with Construct on a 3d game?

  • You can do something like this:

    drive.google.com/file/d/1EboS66gaAKHydr9o2v6VdLIFK99vhcEp/view

  • Hi TheMart,

    I just tried this on my project and it worked:

    This is only the hiding part, not the reappearing part, but if you understand it then you can figure out the rest yourself.

    Basically I check if the platform is not moving, if it isn't then I add to a variable I called TimeElapsed. I add dt - which is a variable that stands for delta time - the time that elapsed since the last frame.

    Then I check if TimeElapsed is already larger than 3, and if it is I remove 10% of opacity from the previous opacity value (of the animation object, not of the collision object - depends if you have these in two different objects or not).

    Let me know if that helped.

  • I solved it by mistake somehow :)

    I think I was taking it in and out of the state every frame.

    Will try to post an example project next time I ask.

    Thanks

  • Trying to make my player stop in mid-air if a button is clicked.

    * Disabling the Platform behavior doesn't do it.

    * Setting gravity to 0 doesn't do it.

    * Enabling Solid behavior doesn't do it.

    * Setting his y to Self.Y in addition to all the other things doesn't do it.

    I'm sure that these actions are triggered because if I toggle them to 'disabled' it behaves differently.

    But the player keeps having the impulse that it had even with all these. It flies up if I was on the way up, or falls down slowly if I was on the way down.

    How do I stop it completely?

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