Steven's Forum Posts

  • I am so glad someone tried it out and it wasn't just me. Cheers Citnarf

  • Version - 0.99.85 - Platform behaviour - If you have bunny hop active, and jump against a wall (vertical solid object) beyond 1040px from 0 you can bunny hop. If you hold both the direction and the jump key down, you will be shot up, presumably bunny hopping constantly until you clear the top of the object.

    Edit - Thought i had to upload here to get it on the tracker but it seems i do not have to. It is on the tracker either way.

  • Hey thanks guys

    I have not been idle, and have come up with 4 or 5 different methods that almost get what i want, the closest one is so, so, so close, but a weird bug pops up in one place.

    I don't know how much time i have this weekend. I am working the whole public holiday weekend, and my parents will be in town. But i will be trying to incorporate what you chaps have suggested so far, and see if i can come up with something comprehensive.

    SacceuS - Hey chap, very close to what i want, thanks! Where did you get this "Player[Platform].VectorY" from? I have not come across this in my travels.

    InkBot - Very good ideas, one of my solutions was 8 direction, but not as elegant as you proposed. I will have to look into that aswell.

    Partymetroid - Cheers for bringing that up, didn't want to rag on the only guy to offer help so far :/

    Guyon - True!

    Toralord - Cheers for the example man, unfortunately that is the sort of swimming i already have involved, want to reverse the situation!

    Thanks guys, if i get anything going i will endeavour to make it tidy enough to post. I went to bed quite pissed off that i had not managed to succeed with this, especially with no real time to work on it coming up for a week or so. Was good to find some help this morning.

  • So i have been trying to make swimming in my game, where instead of slowly sinking all the time, you float, and have to actively make yourself sink.

    There are various options i have found that almost facilitate this.

    I have it set at the moment, so that when you over lap the water detector thing, it changes the gravity direction, but this however rotates all the controls 180. So then i have it invert the controls. But invert doesn't change the jump direction. Which kills the effect.

    I have tried setting gravity to a negative value, but that does not work.

    Is there anyway to invert the jump direction? Or can anyone think of a better way to do floating in water?

  • Enjoy your time off Tulamide

  • Each weapon could be set in its own event group, which you switch on or off. Using variables you can use the same bullet objects and so on for each weapon with completely different speeds, angles, damages effects etc.

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  • Is there anyway i can advance layouts with the timeline object?

    Also, is there anyway to change the order of the lines in the timeline object? Like say i want to add a line to a conversation, seems, at the moment that i would have to re write everything below where i wanted the line to be.

  • Very, very nice. You should add into the description the scirra website URL and so on.

  • Its really fun Onky. I don't know why i kept at it, i usually don't care for particularly hard and/or unforgiving games, but i have successfully finished it several times. I really like how you played with a few simple elements and made some interesting levels by using them differently. Aside from level 5, which while a good idea, doesn't hold up well after i have died on level six, ten times, and just want to get back to it.

  • Have you checked through your events for the % thing? If you see a % in the events, just double click, and finish them again and it will run properly.

  • Thanks for the example Tulamide, It's all over my head though:P I will hold onto it. Perhaps one day in the future it will be less foreign to me, but for now all your help has gotten me to a point where i can glodge together what i need.

    Cheers to everyone

  • I see where i steered you wrong, Tulamide. I am trying to make a variable movement. I simplified my example so i could understand it and well, threw off all the help right from the start.

    I have constant movement down. It is very simple and works great. Variable is not working, but i will study your post and try to amend my way of doing things.

    Edit-I am thinking that i am not using large enough numbers for Timedelta to work correctly/visibly in my current thinking.

  • Ashley - Cheers for stopping by again I hadn't looked at the Timedelta article recently, whether or not it has been updated in the last year, or i understand things a little better, it does seems better this time around.

    However,

    > If that number is a private variable or some such, you still need the TimeDelta! It makes no difference if that number is hard-coded or a variable, you'd still need to do it like this:

    >

    > Set X to .X + Object('Speed') * TimeDelta

    >

    Don't confuse him. In his example, that was not the problem. TimeDelta was already taken account of and stored within the variable ("Add 1*TimeDelta to 'Move'"). If he would now multiply it with TimeDelta again, he would get wrong results...

    + Every Tick

    Add 500 * TimeDelta to 'Y Speed' (the acceleration)

    Set Y to .Y + 'Y Speed' * TimeDelta (the speed)

    That there is from the Timedelta article, is it not multiplying by Timedelta twice?

    Thanks chaps for the detailed break down of what timedelta is.

    And Tulamide, I downloaded the example, and damn, my 'code' looks disgusting now. Aside from the fact you make timedelta work right, it is so tidy and effective. I am going to play around with Timedelta in a fresh cap(I think i will start my project over again) and will try to incorporate the tidiness alongside the timedeltaness.

    Will post my attempts.

    http://dl.dropbox.com/u/1487524/TimeDelta/TimeDelta.cap

    There is something horribly wrong in my process.

  • Say i have :

    (Always - Add 1 to "Move")

    The game is running at 1000fps, so that after a second "Move" would be 1000 right?

    So i would need to "Timedelta" it.

    (Always - Add 1*Timedelta to "Move")

    So here, it is adding 1/1000 every 1/1000 of a second, so it would equal 1?

    And now i want something to move based on this value

    (Always - Set position of "Object" to "Object.X" + "Object value('Move')")

    Do i need to add Timedelta into this line?

    I have something similar to this in my current project, and depending on the frame rate it runs completely differently. I think the main issue i am having is understanding how and where to use Timedelta, not what it is.

    "To represent the evolving cast time of a spell that lasts 2 seconds (2 seconds being 100%) you'd use TimeDelta * 50"

    I only just realised that it is being multiplied by a % in this line, I get the concept, but i don't know how you would actually create this situation.

  • About a year ago i posted asking for help with TimeDelta. It took a while, but eventually you guys managed to get me on my way...

    Then i did some other stuff for a year, and now i am back, and i don't have a clue about TimeDelta again.

    Would anyone who knows how it works mind throwing together some practical examples?

    Perhaps a grenade like arc? That's what i am trying to do at the moment, but it would be really useful to have a good selection of practical implementation examples.

    How to use Timedelta to count up/down private variables

    How to use Timedelta to move objects correctly etc

    Cheers for any help,

    Steven