linkman2004's Forum Posts

  • I think this has always been the case, but I could be wrong. You need to set the angles yourself, determining it based on the X velocity of the object. For example:

    +If Guy[Platform].VectorX is greater than 0, Set Guy.Angle to 0
     |
    +Else, Set Guy.Angle to 180[/code:lzkpz6p5]
  • I think it would be a good idea if you could rearrange the order of effects and behaviors. Currently the only way you can do this if you've already added effects/behaviors in the wrong order is to delete them and then add them again but stacked differently. This causes problems, especially with behaviors such as the bone movement, where you'd have to recreate all of the animations if you had to put another behavior behind it. So I think it would cool if you could just drag them to rearrange them.

  • That's a good idea, Ashley. It certainly helps to condense the events.

  • Awesome, thanks for the quick bug fixes. By the way, is there a chance we could get the option to switch back to the old event sheet editor style?

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  • Awesome!

  • Whoah, that looks really awesome!

  • Okay I'll do a hot fix for bone movement when I get home from work. Whats this lag issue?

    Here's a CAP showing it off: Bone Lag Thingy

    The head and gun there, which are positioned to the body, lag behind when you move the character(with WASD).

  • Glad to see the bone behavior editor crash was fixed.

  • > Heh, I like the idea of community challenges. Davo and I came up with this one. You'll need the latest 0.98.4.

    > It doesn't look as good as Squeemish's, but it uses instances of the same object, instead of a load of clones (which would get kinda annoying in the event sheet editor).

    >

    For some reason I couldnt load yours, it said it was made in a newer version of construct (but mine is up to date, I clicked the update button and it said it was)

    You need 0.98.4. The update system won't be telling you about the new version until it's been proven that the latest version is stable enough. You can download .98.4 HERE.

  • I whipped up a quick little example for making pixel perfect collisions using TimeDelta and loops. Using this method, objects traveling at extreme speeds will never miss collisions, unlike using TimeDelta by itself, but will still travel at the same speed no matter what the framerate.

    Pixel Perfect Collision Example

    Tell me what you all think.

  • Huh, that's strange. I didn't think that the physics would have any adverse reaction to that.

    Unfortunately there's no way to disable the physics(I don't know why, considering all the other behaviors have that option. Probably something to do with Box2D), but I managed to fix it by saving the X velocity, Y velocity, angular velocity, angle, X and Y positions of the car, and the angular velocities of the wheels everytime it goes off the side, then it will destroy those, create new ones, reestablish the hinges, set the angle, the Y position, the new X position, and then finally restoring all of the motion. Here's the modified CAP in case that wasn't explained very well: Modified driving CAP

    By the way, nice graphics you have there.

  • I think it would be nice if the bone movement behavior wouldn't set the animation if the one you want to play is already playing. I know that the standard animation system was changed to do this a while back, so I was hoping maybe the bone movement could be changed as well.

  • could you release the .cap now that we have the necessary features? i'd like to see if this could benefit a potential project. i'm looking for a good way to make something like a rope or chain.

    Yeah, I want to see a CAP of this, too. I honestly don't get exactly how the spring feature is supposed to work.

  • Just thought I'd mention that "Unactivated" isn't a word.

  • No, reflecting isn't supported yet. Also, if you use a blank texture in the Light object, the shadows still draw - and you can use a cone-shaped Sprite for a cone shaped light.

    But then you have the problem of the light casting shadows all around it instead of just where it's pointing.