Tobye's Forum Posts

  • lucid - I was wondering if we could get the following conditions:

    • Current key frame (<,>,=, etc.)
    • Current animation time (<,>,=, etc.)
    • Is (animation name) playing
    • Is paused
    • Is looping
    • Loop iteration (<,>,=, etc.)

    I know you can make the first 3 happen from comparing expressions, but they would still make things a little easier. The other 3 are a little harder to make manually.

    Anyway, thanks for your efforts! It's a great tool.

  • lennaert - Yeah bullet is standard, but I want to avoid the need to switch movement behaviours. I made a game recently that did that and the problems just kept climbing and coming out of nowhere as the game progressed.

    Ah moveTo is fine, I have tested it out on all sorts of platforms and never an issue. And it just makes life soooo much easier! Particularly with moving menus around.

    Anyway, I'll keep at my problem :) I'll get there eventually.

  • lennaert - Thanks for your efforts, but it's still not quite what I'm after. I want it to *only* use platform behaviour (not bullet or physics) and have a trajectory after you disengage the rope instead of just falling straight down.

    I wasn't aware it had the moveTo behaviour sorry! I will try to upload a fixed version later. But I do recommend you get that plugin, it's the most staple plugin of all I would say ;)

  • - Yeah no problem, go for it! But for a tutorial you should clean it up a little bit more. I only spent about 20 minutes on that.

    You should also play with those two issues I state, about the objects created in loops not being able to be referenced until a new tree begins and the need to wait for an array to get made/changed. You may want to change the way those parts are setup depending on your tutorial. I left them in to show the quirks and ways around them.

    And yeah I think you will always do better making a tutorial than just doing your own thing, because you need to explain it. And when you explain your ideas to yourself you often see problems ^^

  • Hey guys,

    I just saw a post here earlier about grappling hooks. His worked cool, but it used physics and I want to make one using only the platform behaviour. But, I don't know how to make it so that the player accelerates towards the point of the hook.

    I tried alternating with bullet behaviour, but then there are issues when you disengage the hook, as the vectors for the platform are still 0. Essentially, I want to fake physics with platform vectors, with acceleration while using the grappling hook. I got it almost working once, but when I tried to apply acceleration it didn't work. I then tried Any help would be fantastic!

  • LittleStain - yeah I'll take you up on that advice. So far it's just the stone.

  • Animare

    I threw something together that does what you want. I had a bit of fun with building it though, so maybe it's not as direct as you would like, but it does show how to use several different objects (arrays, functions, lists) and some loop conditions. So, I believe it could be a helpful learning tool :)

    Here it is! Let me know if you have questions.

  • - With scrollTo on the player it will always scroll so he is in the centre. You could disable it until he is near an edge, but then when you re-enable it it would snap to him.

    Here's one way: capx

    You can also do what I said before with move at angle. Or you could use a behaviour that sets the angle of motion to the player and decelerates when it gets close, lots of ways really. Just need to detect the viewport's distance to the player.

    Hope it helps!

  • Hey mate,

    If you have families, I could knock it up in about 10 minutes for free. If not, it's a bit too annoying sorry ^^. You could also just post in the 'How do I..?' forums and get a pretty good response.

  • Beaverlicious - it stands for Sub Versioning Network. It makes it so two or more people can work remotely on the same project.

    Here is a tutorial to set it up, a little complicated though. I got mine set up the other say, but still have no-one to test it with :(

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  • You can use the viewport expressions to work it out, and have an invisible object with the scrollTo behaviour. So something like: distance(player.x,0,viewportLeft(0),0) < 200 = scroller move at angle: 180, 60*dt.

    Hope that helps a little!

  • AnD4D - Yeah I think you are right, but also that's not the way it should be. C2 is great because it is fast, and having 2 people will get things done 4x faster. So, it's in everyone's interest to work together in at least small groups, then we all get our games faster than we could alone while helping others.

    But what you say is true, it's not the easiest thing to collaborate on, which is why I want more practice doing so! :D So far it's been mainly me and my artist, then also a few small collabs without an SVN, and they are hell, but I think on SVN should be pretty cruisy.

    And my graphical skills are totally dreadful, which is why I work with a fantastic artist ;) My real love is design and engine creation. I am forever refining and recreating systems to make development easier.

    If you find you want a little help I'm happy to lend a few hours here and there obligation free even. My artist could through together a few pieces for us too if it's something original. I just think the community needs to pull together more if we want to see some grand games come about.

  • Hey guys,

    I want to make a rolling stone you can push about just like Yoshi's story. You can see in

    at the 8 minute and 9:24 marks.

    Now I know this should be simple, but I just can't get it going smoothly. I have a few requirements:

    • Harder to push uphill, the steeper the slower
    • Rolls downhill, the steeper the faster
    • Can land on stone and then control it by left/right arrows (character does the old running on a ball trick)
    • If moving, it will push back against the player, gradually slowing (depending on speed)
    • If moving above a certain speed, will do damage and cannot be pushed

    1. How to make it react correctly with the player pushing it? I have tried it so if player is overlapping at offset 10, apply force. Which works okay, but sometimes it moves really jerky, sometimes too fast, and is all-round unreliable and bad looking.

    2. I want it to drop very fast when not overlapping the ground, but increasing the gravity also changes the speed at which it roles down slopes, which I don't want. Also it seems you can only change the gravity for all physics and not just 1 object, so having multiple objects with physics on screen doesn't work with changing gravity anyway.

    3. To make the player get pushed back, I also added physics to them. However, this means they now also slide down slopes which is not wanted.

    4. The character is never smoothly touching the rock while the rock is moving, as it keeps getting knocked about.

    Actually there really are many little points of fine-tuning I need to make this work, so if anyone could start me off/lend some examples it would really help! I'm not even sure if I should be using physics at all or just try to event more with platforms or what.

  • mindfaQ

    Valerien

    I've only just got around to looking into what you guys are talking about, and thanks, I really need to learn this stuff. My maths is weak, but I enjoy it!

  • AnD4D - If you want to make a little gem I'm up for it :) I like competitions and all, but really all I want to get experience working on an SVN with other C2 users.