wretchedshark's Forum Posts

  • Rhindon - i thought i replied to you here haha, here is a capx with hopefully what you want to accomplish:

    https://www.dropbox.com/s/t65ippgm1sic8u3/animationcontrol.capx

  • procrastinator Rory - i think the gaps can be gotten rid of by changing the creation equation to create them quicker so they account for the maximum gap there can be.

    since i have been rounding my equation with floor() (to fix a problem with the % mod always being a float and not creating platforms) there are gaps similar to dt gaps which is solved this way.

    the only problem becomes trying to overlay a graphic to polish the aesthetic.

    i've had two thoughts since, (occam's razor, perhaps we are all overthinking it?):

    1) make the creation formula so it creates pre-made platforms picked based on the platformlength variable (then the pretty overlay graphics could be made) continue allowing it to make gaps as it does.

    2) or make an invisible "sensor" off the screen so that when the platformlength is greater than zero and a ground piece is not overlapping it create another (this may suffer at higher speeds?)

    i feel like both of these would allow them to move at a framerate independant speed, i will try fiddling with both. this would also simply my capx, removing the need for a timer (ticker)... in theory!

  • well there's also a bug where the block just covers the player and they can't move until the block is moved back off the player and one where the player gets stuck to the side of the block just moved like it's cliff hanging, so it's hard to tell what you want help with without saying so..

    i believe its just an odd reaction to the platform behavior, lerp and collisions. lerp is a nice smooth effect, have you tried using a different behaviour to move the blocks, like bullet, to see if this eliminates the effect?

  • you just need to find a way that works for you to manage the animations. for example i have a tripping behavior when my player collides with objects and an instance variable "isTripping" that gets set to true, so i set my default animation to play when:

    • player is not jumping
    • player is not falling
    • player - compare instance variable - isTripping (inverted)

         > set player animation "default"

  • raddevon - ^^ what Phyvo says.

    i've found that the easiest way to think of it is as filters and (for example) i've learned that "for each" treats each instance as it's own, say for enemies in a shooter game.

    as for debugging, your loops isn't working because it says (event 5) system dayready = 1 and then the action set dayready = 0, the rest of your events are nested inside this "dayready = 1" condition so they don't fire because they aren't true.

    try disabling the dayready = 1 line to see what i mean :)

  • procrastinator - i looked into it and currently if we want to upload to the arcade it says no third party plugins

  • setting the friction of the ball while it is on sand (or speed/acceleration, increasing de-acceleration), or setting the friction of the sand object itself if the ball passes over it.

  • revolute joints tend to act funny, i was trying to make an example but found that the snake body pieces would turn and get the whole snake to turn with it, thus creating a vortex of spinning snake.

    my other thought was a system to simulate the "snake" game. set the controls to only be able to turn 90 degrees at a time and every time it turns create a waypoint for the body pieces to follow, would that work?

  • Whiteclaws - what specifically is the behaviour you'd like to create?

    i made a debugger for the D action:

    dropbox.com/s/4xjyfypx7qlnwtv/TestDebug.capx

    if you want the one you are standing on to move you would need to change your condition to check for X instead of Y and then add in a condition (if you want) to pick the nearest to the player for stacked blocks.

  • hi there!

    i would like to solve dt and floor() gaps using built-in behaviours and plug-ins (so i could eventually still upload to the arcade).

    i have been recreating the example tutorial from another program for an endless runner for construct. when i tried to make it framerate independant gaps began to appear in the object spawning so i left it out to complete the tutorial.

    another problem appeared - when the run speed is not a factor of 32 (the ground size) it creates gaps in the floor because floor() is used to get rid of the remainder in the ground spawning code, so it doesn't randomly stop spawning the ground because the runspeed isn't a factor of 32.

    https://www.dropbox.com/s/bvupkq6urq9qxnr/endlessrunner.capx

    if any one has some ideas to help fix the floor() rounding gaps i would very much appreciate it. is framerate independance important in an endless runner type game?

  • do you mean idle animations or waiting for a period of time after space is pressed and then the character jumping?

    the first one could be done with variables and adding/subtracting to them when no keys are being pushed

    the second one could be done with an animation or a wait event (on space is down/or is pressed, wait X seconds the simulate platform jump)

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  • have you tried using physics revolute joints?

  • Rhindon - do you have another event to reset the animation to a default pose that conflicts with it?

    ie. in pseudo code:

    when not pressing the key (or key is not down) - set animation to default

  • raddevon

    its because "start" starts outside the layout (event four) so it sets finished to true.

    edit event four to add another condition:

    start - compare x - x is less than -50 (or more if your text is bigger but it works for start)

  • rfisher - in your game you spawn falling down the first gap (firefox)