QuaziGNRLnose's Forum Posts

  • 1.Canvas, 2.Sprite, 3.3D Box.

    1.Custom movement, 2.platform, 3.drag and drop.

    1.Colourise, 2.colour outline, 3.additive.

    i really would never be able to have a favorite they're all so awesome.

  • http://www.box.net/shared/dsd43anbtd

    had nothing to do so i compiled a whole bunch of my stuff for this.

  • the video should be longer than 60 seconds, just keep the actual clips short so that things stay interesting.

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  • I think we should start making this thing now! i don't see a reason to wait, plus it'll be a lot of work if you have to video cap like 100 things so starting early would be better anyways, cause you'll finish sooner.

  • Wine works perfectly. Wine for OSX also works perfectly. The games might crash on exit, but big deal.

    well thats brand new! never heard of wine working properly with construct ever before :O

  • did you install the direct x when prompted? even though you think you may already have it, its necessary to install the one packaged because "direct x 9" is actualy a "direct x 9 november 2009 update" or something ike that, which probably isnt installed on your computer. if you did install, i suggest reinstalling construct and everything in the install again. if the problem persists, im not sure what else could be wrong

  • seconded, this has pissed me off quite a few times when i wanted it but didn't have it, never got around to posting it as a "bug"

  • yea for sure!, i and i know a whole bunch of other users have a whole bunch awesome of things that are just lying around that would be perfect for this.

  • you dont need it to have a condition. you can probably fake it with the line of sight behaviour, or ray tracing to an object. the thing is tho, its the opposite of having line of sight being in a shadow, so you know that the object is in a shadow when the lightsource, DOESNT have line of sight.

  • seems to work under the same principal as quasiblobs, although i assume theyd use a custom made shader with better control over attributes than a simple Colourise. all you need really is a shader than can control whats displayed using a hard falloff curve, and the overlapping of the gradients creates the meta-ball effect. a custom shader for quaziblobs would be of great use because then you wouldnt have to layer a bunch of effects to get the desired colorings ect, colourise is really limited but i used it because well, it was the only option, and i played with other effects and blob colours for different shading levels to get the optimal look. with a custom shader this PJ type effect would be 100% possible. if anyones interested in writing it id be gald to help em know what the specifics about what it needs to do are, and write a tutorial so everyone can know how to do the effect.

  • u say delve into events as if its a chore, changing one value from 100 to 102 takes less time in the event editor that it does going into layout, clicking on a sprite, scrolling then changing a number the exact same way, testing.

    And the part about what an explosion is to me, you couldn't be more wrong. but this behavior as i just said would pretty much be more of a slowdown than anything, and scaling is the least important element in making a good explosion anyways. i dont use fade or rotate either because theyre limited and pretty pointless since they take just as much time to set up in events as they do in the layout editor!

    but anyways have it your way, i was just trying to show you why its not needed.

  • Yes but it's been added as a fix to keep the player squarely on moving platforms.

    yea but were talking about momentum transfered to the jump here, not the repositioning of the sprite.

    if im right the platform movement saves the x,y coords of the object relative to what its standing on checks to see if the solid object its standing on has changed position, and then moves it according to the coords saved before. when you jump, i assume that the rate of change (movement speed) of the objects position is saved aswell and added to the vectorx and vectory of the platform, but the "bug" were seeing now wasnt thought of.

    repositioning it is 100% fine its the best way to do it, but when you jump momentum transfer would only occur for upwards or horizontal movements. something like a check to see if the rate of change (vertical movement vector in our case) is a positive (downwards) value to negate the vertical momentum transfer is all thats needed, but little things like this are always neglected because thats just the nature of obscure bugs, they don't appear until something played with in weird ways.

  • im not against the creation of a behaviour but it just seems like your overcomplicated things to far here. the thing is you dont need any variables, or behaviors or anything like that. its just as much work setting it up as it is finding ADD behavior in sprite properties.

    all your doing here is set width to ".width+10" set height to "(.originalheight)*(.width)/(.originalwidth)" the brackets aren't even needed, and the .height part could just be set height to ".width" if you have a square graphic, which is pretty easy to do for an explosion or something like that.

    that would take me all but 2 seconds to set up, and it took me 2 seconds to figure out aswell. Im not against making things easy but i absolutely cant stand it when people use that as an excuse for not thinking for themselves in really easy places. you don't want people to constantly be helping you with things, and be pinned down by the behaviors that construct supplies you with. your just cookiecutterizing things for yourself. and in this case a behavior isn't as useful as your making it out to be anyways, linear scaling is sooo easy to do, it takes 2 actions.

  • thats not very realistic for downward movement. a body under the influence of gravity standing on another one which is moving downward simply falls onto that body to stay "connected", it doesnt have some arbitrary force gluing it. if you were to move that platform away faster than gravity could accelerate the body downwards you would start to fall. i havent played with this yet in platform movement but speed should only be added for a sideways or upwards motion, where theres actually some opposing forces sticking things together. again im not sure how the behavior works right now but what im hearing here makes it seem wrong no?

  • look what exactly are you trying to do here thats so difficult that you need a behaviour?

    you can just do .width+1 or some arbitrary variable like .width+.width/10 or something.

    i dont understand the need for it besides cosine interpolating things for a smooth ease in and out, which is a pretty rare case anyways, but youre making this way too complicated.