RafaelMatos's Forum Posts

  • Set vector Y action from platform behavior right? I'm not so sure but i think you don't have to worry about dt, because they're a part of the behavior.

    That's exactly what I meant. I guess too.

  • I'd like to know from someone with a good experiencie... How is the publishing bureaucracy for indie games out there?

    I'm truly focused in putting a big effort in developing a really great and complete game to have a nice chance in order to sell on Steam platform. However, I don't know either if this is just a dream or a possibility.

    Thanks in advance.

  • feyninja

    Ya, I read it in the manual. But the simulate control, where I can set the vector, is a custom behavior, but setting the vector Y -700, for an example, isn't necessary to use dt because I'm not setting movement. Right?

  • >

    > Me too

    > At least dt I understand a bit.

    >

    > It's important to use dt in every custom movements of objects to prevent lag?

    > So If I want to move something 30 degrees, It would be something like this: 180*dt?

    >

    Yup, if not the lag will break the game.

    Is necessary to use dt when I set vector, since it'snot the object's speed, but a parameter to his platform movement?

    might be useful for you. It's a circular life bar example that I made and it shows how to increase/decrease it smoothly and it shows the % too

    My life's bar is working already but I'll check it out for sure. thanks man.

  • scirra.com/manual/126/system-expressions

    Lerp returned real numbers, so in some case you might want to convert them to integer.

    You must see some expert guys using sin, cos and stuffs for their game, it's driving me crazy. Man i wish that i had put more time on math class.

    Me too

    At least dt I understand a bit.

    It's important to use dt in every custom movements of objects to prevent lag?

    So If I want to move something 30 degrees, It would be something like this: 180*dt?

  • > feyninja

    >

    > And is there a way to make it runs until it reach the width instead of changing from 100% to 50%, for an exemplo?

    >

    >

    everytick -> 
    set bar width to lerp(bar width,(original bar width * current health / max health),8*dt)[/code:2hs3b24l]
    If you don't know what lerp and 8*dt mean, you can search "lerp" and "delta-time" on the manual, basically you can reduce the speed by half by changing it to 4*dt.
    

    It's not working =/

    It still change without run smoothly

    look:

    lerp(Healthbar.Width,(150*Personagem1.CharacterHealth/Personagem1.MaximumHealth),8*dt)

    I'll study these expressions for sure.

    Edit: My bad, it's working. Thank you very much.

    and oh my god. Lerp is like an Alien to me! My skills are far far far away from math haha

  • feyninja

    And is there a way to make it runs until it reach the width instead of changing from 100% to 50%, for an exemplo?

    Thanks, man!

    shirokuma

    I'll test it too.

    Thanks man!

  • how do I set the width of my life's bar depending of the variable?Because it would be different values. Imagine using a potion that increases your maximum life. That's why I'm trying to get the % of my life.

    So, for an example: If I have 375 of maximum health and I take a hit that took 180 of health, I would have 195 yet. I want to take the % of life that I still have and set the width of the bar.

  • swordofsolace

    Sub-event means that if the previous event is true, so the next events that is "inside" of another event will run.

    Doens't exist an "open door" command. What Rabenmutter meant is that you need to create an sprite and load an image of a door.

    Then you an event like this:

    if character is overlapping the sprite "door"

    than go to layout "room"

    So you need to create another layout with your map "room" before doing this

    Edit: forget it haha

    "on start of layout" -> spawn the object.

    There is spawn to another object and to a positon where you need to input the coordinates

  • If you really want to increase this value for every step that the character takes, just compare the frames from walking animation. If moving and If frame = 0 -> Add X number to your variable. So everytime that you complete an animation, would be an step. Bu be careful about the animation speed, otherwise you would increase that value too quickly.

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  • I don't know if I understood everything but...

    You can do like you said and add values to your variable using the "Every X seconds" so there's no need to identify if he's running or idle

    then using the expression random ( ) then set the value you've got to another variable that would trigger the encounter

  • Yes, I understand. That's why there's no need to keep pressing the key to jump.

    Thanks!

  • lol, that's all?

    And why works like that? that's weird.

    Well, thank you very much!

  • It'd be a lot easier figure it out if you could post a screenshot of your events or better yet upload a capx we can look at. Not much we can do otherwise.

    Sure, here it is.

    obs: Only the Jump works.

    Thanks.

  • Yes, that's pretty basic and Ive already tried this way, obviously. Unfortunately, the character do not move. Somehow he get stuck.

    Like I said, the action runs, he flip to both sides, but doesn't move.