newt's Forum Posts

  • [quote:h9i6lw3s]definitely going to have "get size" stuff

    also considering interpolating, but for other purposes, like

    an action to Lerp Object positions between blank and blank

    which would automatically lerp, qerp, or cubicly interpolate the positions of all the objects automatically making the first and last objects be in the correct positions

    it would be a nice shortcut for a commonly done function

    Thats what I need, a simple way to arrange multiple objects, like a snake, or a platoon in an rts.

    Of course in the rts situation you wouldn't want the picking event to set position, just the ability to get the information and tell the objects where to go via the rts calls.

    Like

    repeat stacksize object.tank times

    object.tank stack=loopindex

    rtsobject.tank move to rtsobject.tankstack(loopindex-1)

    Or something like that, but the problem currently is picking from the actions side of the event.

    [quote:h9i6lw3s]

    Family hack? The Stareater, is that my project? Well gee, guess I should explain the trick!

    Yeah Its fun to play with.

  • [quote:1llin47d]how are families like behaviors?

    In that you can add it to an object, or well vice versa.

    But yeah guess you cant change the program.

    As to the family hack I'll let someone else explain. As its a pretty new concept to me.

    [quote:1llin47d]what do you mean?

    like add object at 50%?

    what happens if you have 10 objects and you tell it to place at 15%?

    Well if 10 is 100% of the stack, and 1 is 1% 15 would fall somewhere at the bottom. Yeah some interpolation would be required. An expression like get stack amount would be nice.

  • Hmmm, how about stack object? Oh wait will this even be an object? Cause it kinda needs to be built in. You know with the functionality of an object, as well as a behavior, kinda like families are.

    As to the double family hack take a look at this:

    http://dl.getdropbox.com/u/666516/stareater.cap

    Taken from one of the compo's lol

    Also for the stack, how about placement as a percent?

  • Basically something like a family without a families restrictions(different objects types, etc.), with added functionality of adding to the family on the fly, and a customizable hierarchy within the family, IE when I create this object and add it to the family it will be added to the last(or first) of the list.

    So I can do something like this:

    sprite on collision with sprite2

    sprite2 create sprite3

    add sprite3 to family.blue.last

    family.blue.new

    add to family.blue.stack

    set position to family.blue.last

    I wonder what kind of controls you can have for the stack tho.....

  • Figured it out, I was using a family.

    Soooo, question for the devs.

    Feature or bug?

  • I think I see what I did, I was changing the objects angle to get the angel for the bullet. Ill need to add a dummy for the shooting looks like.

  • Was just playing with this, and it seems you cant change the colors, or alpha during runtime even though it looks like it was meant to.

    Any way to get this fixed?

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  • Every tick that the character is latched, add something like:

    180 * cos(GUY('angle')) * TimeDelta[/code:1h2fxlwy]
    Then, add this to your angle value: 
    
    [code:1h2fxlwy]GUY('speed') * TimeDelta[/code:1h2fxlwy]
    
    

    This places the sprite in the same starting position. How do you figure the angle to start for its current position?

  • It's not that difficult to make a NES style BC swing, but there are tons of ways of doing it. Since no physics or pseudo-physics are used, all you have to do is set up a rope object which shoots out of you, then rotate your grapple sprite around the grappled point, while setting your character to an image point on the other side of the rope. It requires no math! (but you will have to set up a few variables to determine swing length and swing speed, also a grappled state for your character.)

    Huh?

    An example?...Please.

  • Welcome to the internet, where the trolls troll the trolls, and the hackers hack the hackers.

  • wmp, and mpc didn't work, vlc did.

    Looks promising there Lucid.

  • Not really, that is if you understand quarp at least. One way is to add a couple more dummies, and set one to rotate around your sprite, then have another to sit on the end of that sprite. You can then have the main sprite move to quarp(.x,line.endx,dummy2.x, somethingtimedelta).... ehh check the cap again i set it up.

    Any way the timing is a bit off, and you probably need to have the rotation behavior only activate when its shooting, but you get the idea.

  • Id say probably the easiest way would be to use the line object.

    I would try something like using a dummy sprite with the bullet behavior, then when you spawn the bullet, spawn a line at the same time, and have the start points set to an always event on the grappling gun. Then in the same always event have the endpoints of the line set to the bullet x,y.

    When the bullet hits something destroy it and you will have your rope.

    Now for the character movement you could do something like:

    sprite set position to lerp(line.endx, sprite.x, somethingtimedelta), lerp(line.endy, sprite.y, somethingtimedelta). That will make it climb the rope, you can come up with some other movements like swinging from there.

    edit:

    Ok dont destroy the bullet, just deactivate, and reverse line end x,y with sprite x,y in the expression.

    I always get that messed up.

    Any way heres a cap:

    http://dl.getdropbox.com/u/666516/grapling.cap

  • When I posted my photo in this topic - I didn't have any goals. If you see this as my strategy for attention of manly men of Scirra and receive more support - I will not disturb you and I'll delete my photo.

    Sorry, if I've offended someone...

    You've done nothing wrong. In fact we need more people just like you.. pony tails and all.

    <img src="http://i987.photobucket.com/albums/ae352/constructgame/fo.gif">

  • Yeah, quarp was originally included for that reason !

    (I requested the feature :B)

    That was a really good way to use it newt! It was awsome that you could move it in realtime too!

    Thanks, and thanks.

    Yeah its great way to do custom movements. The possibilities are almost limitless, but don't forget you can use it on other things besides movement, there's zooming, opacity, scrolling...etc.