QuaziGNRLnose's Forum Posts

  • Hey, the grid movement works nicer than 8-dir, because you don't have to be very accurate when changing direction close to the crossroads. However, the player stops moving if I push more than two keys simultaneously, which is undesired if for instance the player is moving very fast and I want to change the direction in next few frames. For example, I am moving left and I know that in a second I will move upwards, so while holding the left key I also push and hold the up key. In the next intersection I will move upwards. Can I do something about it or is the custom movement my only solution?

    hmm well i never really played with grid movement so im not the best person to be telling you if you can do something right now.

    about the round(.x/.y) stuff, theres really no way youll know when to do this stuff thats documented, you'll just pick up these things as you play around with construct and try to achieve new things, part of the learning process really.

    hmm well when i say custom movement im not talking about the behaviour "custom movement" im talking about writing your own kind of movement script using events.

    you need to tell us what exactly your game entails tho to have us help you make one.

  • i never really liked sonic games, but this is looking insanely good so far. are the graphics your own work? and nice job with the animations i love the "hedgehog-spine bobbing" lol

  • Ah, that fixed it, thank you.

    But the reason I don't usually centre hotspots is because the object then no longer aligns to the grid properly. I'm assuming the physics broken-ness when the hotspot is non-centre is considered a bug?

    im pretty sure it is. theres a line of code that should be in there somewhere but isn't. the line of code which places the center of rotation in the center of the sprite for physics purposes.

  • if this were an honest to god game making site i'd be fine, but its really a site for construct.

    the admins pay good money to keep it up, and they do that without the use of advertisements. when someone comes in here with 0 posts, and makes one about selling something even if it is game related, thats like a slap in the face and goes against the money the admins use to keep this place ad free in the first place. if this guy actually gave two shreds about USING construct, instead of making money off its user base i'd be all right with this. imagine if these posts were everywhere from 0 posters. it'd be like this place was free adspace and more will come if we make too many exceptions.

    if a user we knew was to do this, thats fine, since i dont really feel its the same in that case compared with a 0 poster.

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  • assuming your not a bot, this isn't really a place to advertise, especially not for a 1 time poster who's not talking about anything really construct related, its a forum for construct users. not personal ad space that anyone can come into and put up a big billboard like this free of charge. after all this isn't a "JOB OFFERS" forum.

  • i even have 3 extra actions added optionally of course, for camera tilt angle. and some height stuff.

    ill explain everything in depth as with my other tutorial, so anyone with basic knowledge of construct can make and understand what they're doing and why. eek i hope you guys dont mind if i use mario kart graphics for the sprite blitting portion im too lazy to draw 16 directions.

  • Code reusability is an interesting topic.

    I really like the way its done in unity. You make a script for a specific function, and then expose variables. So say you have a script for something like a camera that follows the player - the script takes in a 'target' input, and a 'distance' input.

    In a way, behaviors are a lot like that. But it would be cool to have code snippets where you paste in an event block which has parameters. For example, a 'target object' code block might require an object that has a particular behavior like custom movement attached...in unity these are components...

    Essentually its kinda like writing events, but instead of recreating them and changing which objects they use, you make everything kinda abstract.... anyway i'll talk more about the idea later

    IVE BEEN ASKING FOR THIS FOR LIKE EVER!

    if you look at how i wrote my IK tut, its set up so that it works kinda like this for the expressions, you just name your objects to the set names, and then you paste in all the expressions and then you change the names to whatever. but its a shitty workaround and it only works for expressions, not events. having variable `objects` for conditions and actions, would be amazing.

    `code snippets` would be such a time saver. you only would have to make something used often once. and essentially allow, custom behaviors to be made USING construct. which is amazing.

    oh yea and WELCOME BACK DAVO, we all thought you had left us

  • first off, your char can probably be the cell size. what your gonna need to do is 1: make sure that 8direction has rotation mode set to "NONE", and make sure "direction" is on "4 directions"

    your also probably gonna want to set acceleration and deceleration to some arbitrary high value like 10 000 or something. so that controlling the guy into a percision space isnt impossible. And lastly, make sure you create an always event. and set the player characters position to

    X: round(.x) 
    Y: round(.y)[/code:ncvg55r8]
    if im right this should work perfectly for what i think your trying to do.
    
    BUT... i'd say a GRID movement is your best bet here, it looks like your trying to emulate arcade controls in a tile game. and doing this with 8 dir is like caging the behaviour so it wont really work right.
    GRID movement, on the other hand is exactly for something like this. try it!
    or if thats not good enough, well thats where you make your own using events, and we can help you do that aswell.
  • tutorial Y/N

    i was thinking this would be a good way to introduce Distort Maps to people in a tut and would provide a useful standalone tutorial in and of itself.

  • well construct install is packaged with the right Dx version? why not give an option to build an install the exact same way except for our games?

  • nope every things done using stock construct

    so yea "canvas"

  • where on the layer is this text object exactly, and how big is your window, trying putting the text object at x=320 and y=240.

  • im not one to do this but im BUMPING THIS SHIZZLE

    my box.net keeps giving me msgs about it being downloaded. no ones commented on it in a while its been 2nd paged.

  • i advise setting the opacity of the layer map to 100% to see whats going on behind the scenes.

    [quote:tt3sxtvy] - Distort map is being set

    • all points in the 2D world map "RED family" (to view it set the layer called maps opacity to 100% or wtv) have their distance to the camer "C" calculated

    -same as before except angle this time

    -STILL DEALING WITH THE 2D MAP TO GET COORDS FOR 3D a little bit of trig to find the displacement in the X axis this point encounters when rotated from the cameras viewangle. what it does is uses the points angle value, then subtracts the angle of C (which is the camera) from the angle value. this rotates the point so basically its returning a value as if that were rotating the world around the camera instead of the camera in the world. the information were given is how far from the camera in the x axis of the 2d world this specific point is from the camera ONCE the view is rotated around the camera.

    -same as before except for Y axis in the 2D world.

    -here we get into 3D stuff, "3DP","3DP2","Blue" are all objects to be used for 3d. theyre part of a container with a specific 2D world point object matching up to them. the stuff being done in all the following actions all do the same things.

    firstly they map the y displacment value found in the 2d map to the X axis in the 3d world, 320 is added because it is the screen center. and we want the value to act from the screen center since this is the cameras focal point etc.

    for the z elevation, we map the x displacement value from the 2d map as the Z axis in the 3d world. it is multiplied by -1 because a z elevation is positive when things are closer and negative when farther, unlike how X axis in 2d world is negative when closer(behind) and positive when farther(in front). 500 is added because 500 is where the 3d camera is located and if we didnt add 500, the view would be showing us what the cameras suposed to show 500 points ahead of where it should be since constructs camera is at 500 and not 0 in terms of z elevation.

    the set y to 500 is simply controlling the camera height in the 3D world. by shifting the Y position of the 3d points.

    the following events/actions select a P object, P being those which are at the corners of the 2Dmap and mapping the terrain quads corners using mesh displacement to the 3D points corresponding to the 2D points.

    thats all there is to it really

    the other events are simple to figure out, and pertain to camera control, rotation using animation frames, and the AI drivers path following.

    the rotation works by getting the difference between the angle of the camera object, and the character sprite's 2D points angle. and selecting a frame of the animation corresponding to the correct rotation angle relative to the cameras view of said object.

    the order of the frames in the animation is extremely important.

    i was gonna put this in the file but i wrote it all in a single comment so ill just post it here.

    it explains the mario kart game one, in order of the events of the MODE 7 STUFF group

    then it kinda goes into no organization and explains the other not-really mode 7 stuff.

    making collisions movement and such work which i didnt do in this, basically means simply doing what youd do for a top down 2D game in the 2D map. im even simply using the racecar behaviour to control the player character in this!

  • HERES UR MODE7 STUFF. ask questions if you need to.