Stampedo's Forum Posts

  • Hey,

    Here's the capx, that's where I am.

    http://www.filedropper.com/platformertest01

    You can notice that the crouch isn't animated.

    Same for the shoot animation.

    Also I'd like to know how to set up easily the spawn point of the shoot FX, I had to move the origin point blindly until I find the correct spot, kinda lame...

    Next step: finding a way to actually shoot using physics...

  • Thanks AGAIN Nimtrix :)

    I have a problem with the crouch animation, it doesn't loop with your system. It's blocked on the first frame.

    I'm using "down arrow is down" and "set animation from beginning".

  • Thanks a lot again, it helped a lot! You rule ;)

    Btw how do you write titles in the event sheet?

    =

  • Thanks a lot Nimtrix, it worked!

    I'm still wondering how to create this crouch behaviour.

    EDIT: Havent checked your capx, I'm using r95

  • Ok thx.

    When I'm using "is not jumping", it overrides the running animation.

    Same for "not moving".

    I'm forced to use "on landed", and it makes sense to me.

    But I can't find a way to fix my problem (animation looping forever)

  • Thanks for your answer.

    • "Is (not) jumping" and "Is (not) moving". (not meaning inverted events)

    What do you mean by "not inverted events"?

    My problem occurs when I stop pressing a key while jumping, the animation will loop even after landing.

    What I would like is when I don't press any key while jumping, the "standing" animation" will play on landing (and not cycling the running animation)

  • I used search function and didn't find the answer, though it's a very simple question: I'm using the platform behaviour, and after landing, my character is sliding if I keep pressing the left or right arrow.

    I have an animation for standing and one for running.

    I tried to add:

    Platform on landed - set animation "standing"

    But he still sliding.

    Then I'm adding another condition to this:

    "Keyboard - Left arrow is down - Invert" - set animation "running"

    Same with right.

    Now the character is running on landing...

    Help :)

    Also, I'd like to know to add a "crouch" behaviour.

    Thx!

    EDIT: Fixed this by replacing "onlanded" animation by "running". I noticed that the problem appears when I stop pressing any key when the character is jumping.

    If I do that, he will keep running after landing, any idea how to fix that?

  • Sorry to bother you again, I've found a more precise example of what I had in mind:

    youtube.com/watch

    I'm not an expert, but it looks like procedural animation, or at least something based on a ragdoll.

    This is made in Flash, so obviously the tools are ideal for this kind of animation. I havent tried the animation tools in construct yet, that's why i'm asking before possibly wasting time for nothing.

    Is that possible to have something similar made in construct?

  • Thank you Ashley for your answer.

    Yeah I've been checking these already,but it was not quite as advanced as those examples. I'm particularly interested by the location damages.

    For example, if you shoot at the leg or the arm, can the ragdoll be dismembered?

    thx.

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  • Hello fellows,

    I came across the video the game "Intrusion 2" recently, and wondered if achieving similar results with Construct was possible.

    youtube.com/watch

    Also having area of effects, each parts of the body being independant like in Happy Wheels:

    youtube.com/watch

    Location damages, ragdoll stuffs...

    So, I'm just wondering if it's possible to achieve this without having a programming background, or what should I learn.

    Sorry, nooby question.

    Thanks all.

  • Ashley> I assume that using shaders would save a lot of time and performances, and possibly looking prettier.

    The overlay technique is an old schoolish approach, yeah you can do that but I'm guessing that using this on a large scale project is awfully time consuming.

  • Ashley> It looks like you were right, big up to you.

    Here's a quote from Project Zomboid's dev:

    n any case, it's done with multiplied overlay quads with vertex colours, since the tiles are 2D, so it's all completely faked. Not the fastest but we'll hopefully optimize it as we go. Problem is with iso viewpoint is the draw order is rigid so it means it's difficult to optimize to avoid binding new textures each draw.

    I'd be very interested into an advanced tutorial of this technique, since its still obscure to me.

  • See the Lighting.capx file in the examples directory. You should be able to make more advanced lighting techniques by working from that basic example, it's a very simple demo.

    > I don't see what the difference is between this and the lighting example provided by scirra.

    If you're refering to the screen mode layer - fake lighting example, you should watch this video and get to the conclusion that it's nowhere near from this.

    http://youtu.be/HhWphSiCl4E

    It's like the lighting is calculated within "rooms", and not as an overlay effect.

    It may be a raytrace engine as someone suggested above, that's why I'm asking your opinion (and devs opinion).

    Thank you.

    I appreciate the fact that you're taking the time to answer to my question, but as I said earlier in this post, that's not the kind of solution I'm expecting.

    Are you planning in the future to integrate WebGL's shaders? (obviously I don't know what I'm talking about)

    This topic has grid based fov lighting:

    http://www.scirra.com/forum/grid-based-lighting-field-of-view_topic44662_page1.html?KW=fov

    It appears to be close to the effect you're looking for.

    Thanks for pointing this out, but that's not exactly what I'm looking for, I'm really expecting a real lighting engine (as Kiyoshi said, it may be related to WebGL and shaders).

  • Thanks a lot for your answers.

    Kiyoshi> What do you mean by "custom made lighting"?

    I was pretty sure it's not "cheated" since the lighting is reacting in real time.

    Are those Webgl shaders planned by the devs? Or is it an assumption?

  • I know how important lighting is to an artist. But the isometric game would be better built within a 3D game engine. It would be hard to make that kind of game within a 2D game.

    As for the other example yeah it's a cool feature you can actually fake it quite easily. Just go into photoshop and make the screen you want and when you are in C2 just attach it to the player. It isn't perfect but I have seen some games that do this.

    Nope, that implies it is deadlocked. It's supposed to be a real time effect.