Mipey's Forum Posts

  • Box object is not the most suitable for such situations, I believe Deadeye handled the rotation and stuff in his Vert project. He was stuck for a while due to rotating platform stuff or something, I don't know if he resumed his work now.

    If anyone knows anything about rotating in a platformer, that'll be him.

    Also, davioware: if that is your referral, watch out for SoldMafiaBoy

  • Well, it seems that you are rotating layer 1 only. You probably want to rotate both layers.

  • So.

    Windows vs. Linux!

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  • <img src="http://img2.pict.com/66/33/db/1359019/0/f5baz.jpg">

  • I c wat u did thar! D:

  • Perhaps an opaque 'tape' which would show where the event would be inserted (marking the affected events, which would be pushed aside)?

  • Your project is corrupted by the old family bug. To get rid of old 'ghost' families, you have to do something tricky. Try reloading the project, adding a family, removing it, then saving and reloading again. Experiment, there is a way to remove these ghosts.

  • A large canvas would nuke the FPS, especially if it is updating every tick. A low-overhead alternative would be nice.

    However, as it stands, we can develop a custom movement engine and just move when it is overlapping terrain AND the passability mask. The behaviours are there to make things easier, however they are a little rigid and if you want to make it do what you want to do, there is now the Custom Movement behaviour to fulfill your wettest dreams.

  • I thought we all had discussed this in another thread... The point is to make everything uniform, as mixing 0-index and 1-index based features is too confusing, there would be MANY errors on the game developer's part. Imagine bug requests "MY GAEM NO WORK WYYYYYYY" etc. and it turns out some object is using different indexing etc.

    You can always add -1 to the 1-indexed stuff to make it 0, but that'd be complicating it needlessly. Sometimes we have to agree on a standard to stick to. 1 indexing is the chosen one.

  • Left arrow is down

    (negate)Right arrow is down

  • Yep, finite state machine. Give the ninja a private variable 'state', then set it to whatever the ninja is doing - "walking", "standing", "pickingnose"

    Then you just compare that variable and play an set an according animation.

    Finite state machines make game development much easier.

  • Um, I think unticking the "Solid" attribute achieves exactly what you've described. Any objects that aren't "Solid" will be ignored for purpose of collision check.

  • Well, yeah, I haven't completely conquered the concept of object pairer.

  • Yeah, sin and cos usually are calculated for floats. I'd love to see a lookup table that contains all floats between 0 and 360

  • That is most likely the cause of using an alternative style. I'd use the default - Visual Studio 2008 style - as others tend to bugger it for me.