TheInstance's Forum Posts

  • ....

  • Take your time with this build.

  • I must beat everyone with this !!!

    Device name: Intel(R) 82865G Graphics Controller

    Pixel shader: 0

    Estimated VRAM: 48 MB

    Motion blur: No

    Thats from a HP compac desktop, the 3th computer in my work office.

    Looking good huh ?

  • Nope, thats kinda inevitable, when using a square to bounce like a ball. Hardly a bug.

    And thats not the issue. The issue is about aligning the angle sub animations with directions.

    In that specific example the players object gets moved by a sensor. Logic is to place the players object on the sensor. AND align the animation to the sensors directions. That is sensor driven in its pure form. Snap position and angle.

    In the .cap that triggerd me to get my mind on this, the "top animation" is choosen independed from the sensors behavior. The angle sub animation gets choosen depending on key inputs and collsions between the "players object" and the enviriment. (i dont think it works, even with animations working fine, but that we will see)

    And! Since i don seem to be able to figure this completely out on myself, i am asking if there is someone who is using a coherent system in this ?

    Aligning to the sensor ? Or otherwise ? Align to the behavior ?

    Oh and did you see the aniations line up fine with the "8 directions" ?

    Be so nice to bring your ideas, and help me to develop a coherent, working, general system. And not only for me.

    ThanX

  • I noticed you use Aligned and NonAligned animations mixed in the same system. Feels kinda *unnatural*.

    In an attempt to make myself clear here are 3 caps.

    1/ what i called NonAligned.

    2/ what i call Aligned

    Or another example, but this time aligned to a behavior driven sensor.

    3/

    Questions: Is there anyone having a coherent system in this matter ? Is there an official way for doing this ? What would be the best way to do this ?

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  • tags: sensors c0nstuct

    (just for me to find my *tuts* back)

  • tags: picking containers c0nstuct

    (just for me to find my *tuts* back)

  • tags: basic c0nstuct

    (just for me to find my *tuts* back)

  • On the other hand, its very practical for me ...

    to delete objects that i used for debugging purposes from the layout, and knowing for sure they are gone from the events too.

    Thats the other side of what you ask ?

  • Start off with renaming the behavior to something without "s p a c e s". And call the behavior by that name in the events.

    If that dont do it for you, then plz trow in a .cap.

  • As long as you dont know what modus is .... you cant ask stupid questions here,

    only answer stupid.

    And let me try on that last one.

    Your question is a little to general. Create a small .cap. Containing the situation and the 2 objects.

    Its easier to answer specific questions.

  • Yo ! max, how r you doing with the game ?

  • Select the condition, right click it, invert condition is in the contextual menu.

    Dont misunderstand as "select the event"

    If you click on the start of the block, you select the event, and its tree.

    If you click on the text making up the condition, you select the condition.