linkman2004's Forum Posts

  • Blasted WHFF... anyways, here are new links for both the single shader and double shader version:

    Single Shader Hue Tint

    Double Shader Hue Tint

  • EDIT: Nevermind about it being funky, I just fixed it up and it works perfectly now. Here's the new download link:

    Deformable terrain

  • Version 1.2 coming through! I found out how to show which objects are connected in the editor(thanks to the RTS source), so that's in there now.

    Also, instead of the second bone merely being placed at the very end of the first one, there's now a reletive distance value that you can specify. 0 is default and will keep the bone at the very end, negative values will have it closer to the pivot point, and positive values will place it farther out. Very helpful for making more seamless joints.

    IK Solver 1.2

    NOTE: If you have any CAPs using this, the IK stuff won't work anymore. You'll have to edit any actions using the plugin to make them work again. The reason for this is that the control point is now the FOURTH parameter since the distance parameter is now behind it.

  • I use this pretty much all the time. It's great for quickly changing the object used.

  • Bleh, I forgot about that:

    IK Solver 1.1

  • They can't be controlled at runtime. I definitely think it would be a good idea to implement, though.

  • Also a suggestion, it would be nice if the actions showed on the editor what sprites were connected.

    I'm not exactly sure how that's done. It's a miracle I was able to piece together a plugin in the first place.

  • Sure thing.

    3D Wireframe

  • Check the "No rotation" box in the physics properties. Unless you're saying at runtime, which would be a nice feature to see implemented.

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  • I'm guessing you're using the tiled background object for your tiles. If you use those for individual tiles, you'll always get lines between them on linear sampling, so it's best to use sprites for that purpose. Also, you should only use power of 2 textures with the tiled background object, eg: 32x32, 64x64, 128x128, etc...

  • Thanks, guys.

    Mipey - The test value is something I forgot to take out.

    deadeye - I whipped up a new version real quick. It adds a new action to rotate the bones the opposite way: IK Solving Plugin 1.1

    newt - I haven't noticed anything like that. Could you put up a CAP? Unless, of course, you're just using the example one I put together.

  • I'm pretty sure somebody asked for this before(Quazi, I think), and so here it is. I was needing something to test out my crappy C++ skills on and this seemed easy enough.

    Anyways, what this does is does all of the fancy math for you when solving a triangle to use for IK applications. It consists of only one action, which is "Solve IK". In the action, you specify two sprites to act as bones and one to act as a control point. The bones will automatically be rotated and positioned accordingly(the second bone will even position its self to the end of the first bone automatically). Just make sure that the hotspots on your bones are on the far left of the sprite or things might work funky. Also, it's approximately 30% faster than doing it manually.

    And, without further ado, here it is:

    IK Solver Plugin

    So, be sure to leave feedback. If you want some more control over a specific aspect or want something added, don't forget to let me know.

  • That indeed fixed those problems, so now I just get a bunch of errors related to CString and related nonsense.

  • The expression for the X velocity is: Sprite[Platform].VectorX

    To compare that, you want to use the "Compare" action under the System object.

  • Since there were apparently 111 errors( ), I just uploaded the build log.