madster's Forum Posts

  • A simple example of how to do paths.

    The little scribbly thing goes through every waypoint, ordered by their index.

    It has a private variable that tells it where to start (gets modified in runtime)

    Waypoints have a private variable that tells its order (index).

    You can have more than one instance of the sprite following the path at different points, just set the appropiate starting point in 'current'.

    I was aiming for cubic interpolation, then I realized what I really needed was splines. That'd be useful. Maybe I'll try it some other day.

  • cool, thanks!

    Hmm so there is a frame event for bonemovement... :O

  • that reminds me of the excellent Filealyzer by the guys that made SpybotSD.

    Filealyzer tells you all the dependencies a .exe or .dll has. Really useful when distributing binaries.

  • reupload? please?

  • Scripting is python, so yeah, has to be installed.

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  • I've been trying to interpolate between timeline and found out some things:

    I can't get a read different to 0 from the progress. I managed to get a parameter only if the event is 'on period "...." begin'. How is it used exactly?

    A way to get parameters from other periods and timelines would be nice, so I could interpolate between periods (linear, cuadratic, cubic, whatever).

    A way to get the current timeline name would be nice.

    Some of this ties in with what BonesMovement does. Construct is lacking just some tiny details to allow complex animation / scripting. See http://www.scirra.com/phpBB3/viewtopic.php?f=17&t=3089

  • Yeah I just realised there are too many things to animate.

    If you could add "binding" private variables to BoneMovement and then set their values as keyframes and the interpolation type, one could use simple events (on every tick) to tie them to whatever.

    Example:

    in BoneMovement current animation

    Bound private variables:

    +limb1opacity

    in current animation frames set each frame's value

    *always: Limb1: set Opacity to Root.limb1opacity

    with that done you could control many many things using BoneMovement.

    I tried doing something similar synching a timeline with BoneMovement, but timeline is missing critical stuff which prevent one from interpolating.

    Edit: also, can bones be removed? Whenever I add a wrong bone seems I have to do it all over again.

  • you can set speed but you lose the floor/air acceleration control (no move left-move right actions) and you can't drop down from a platform either. These actions seem to be missing.

  • It seems that Peel and Scroll layer transitions are exactly the same. Are they?

    I would have guessed scroll would move the old layout out of the window as the new one moves in, megaman-style.

  • Hey there.

    In my game the player jumps towards a platform and holds on to the platform's floor by the hands, then climbs up.

    How could this be achieved? I could check for collision with the platform and compare positions to make sure hands and platform floor are aligned, but how to do the prop-up? I set up an animation in the sprite for climbing up.

  • but then units would be able to move behind GUI.

    I'm making an rts.

    So you want them.... paused?

  • I think this does more than you can with Bones.

    Maybe both approaches can be combined? I'll look into it.

  • Also, opacity. Actually one might want even MORE stuff to be editable in keyframes. Maybe just allowing interpolation of private variables in the animation editor would let you handle the rest in a simple event from outside?

    It seems someone found a way to solve this though (http://www.scirra.com/phpBB3/viewtopic.php?f=8&t=3174). Will try it soon.

  • I still recommend using timedelta with a minimum FPS setting, calculated with your max speed and minimum object size so things can't go trough each other. But if you INSIST, here's how to do frame-based logic in construct with frameskipping: http://www.udec.cl/~jfuente_alba/frameskip.cap

    Shows frameskip. Has a fixed FPS of 5, change it to see how frameskipping behaves under different conditions.

    Note how setting no fixed FPS or setting 60FPS the animation still looks choppy, as it is frame based and limited to the set maximum.

    I've set it up to run at 30fps with frameskipping, change the in the events 30 to set it to other speeds.

    EDIT: Remember, if your game has complex events slowing it down, this won't help at all. It may even freeze, as you'll be looping and making it slower each time.

  • Also, making a bone invisible or visible in a keyframe in the animation editor would be really useful.

    Like, for weapons or gear. Or even facial animation (though facial would be easier by just changing between animations)