Zebbi's Forum Posts

  • Okay, here's the final trouble with this weasel, I have the angles sorted out nicely for the actual body, but the tail is wanging off at a funny kank for some reason, is the orientation of the tails angle defined by some coordinate I'm not aware of? Here: https://www.dropbox.com/s/nmj4ayeylsiv4 ... .capx?dl=0

  • Thanks for the suggestion, it works now by pinning to the container: https://www.dropbox.com/s/b5ph31o3xnh9t ... .capx?dl=0

    So, how come the pin works properly when ordered like this?

  • There is a system action :

    [quote:3dbrl7zv]Set minimum framerate

    Set the maximum delta-time (dt) value based on a framerate. The default minimum framerate is 30 FPS, meaning the maximum dt is 1 / 30 (= 33ms). If the framerate drops below 30 FPS, dt will still not exceed 1/30. This has the effect of the game going in to slow motion as it drops below the minimum framerate, rather than objects stepping further every frame to keep up the same real-world speed. This helps avoid skipped collisions due to stepping a very large distance every frame.

    You could try and mess with, although it likely won't get you the effect you are looking for.

    At worst, it can help you understand how the engine is coded on that level.

    Exactly, the slow-motion effect is what I'm trying to avoid, I want the effect of a low filmed frame-rate played back at the frame-rate it was recorded at, speaking in movie terms.

  • > Tried combining the container approach with this, and now the tail is offset and kinda moves slightly delayed? https://www.dropbox.com/s/o2yns4czyguw2 ... .capx?dl=0

    >

    There isn't a container, only an object called container..

    Besides that I guess the issue is now that events are read top to bottom and the tail is set to the imagepoint before other events move your weasel..

    so it is actually always one tick behind in movement..

    Sorry, I had it on my in-game version but forgot to add to this example. I've reuploaded, moved the events and added the container but the tail is still offset? Really appreciate your help so far! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> https://www.dropbox.com/s/ngqbuxtfpfuor ... .capx?dl=0

  • Not with a shader. The closest you could do right now is using LittleStain's suggestion and paste everything to that every X seconds.

    I see you made both the paster and canvas objects, nice! Which would you recommend would be best to try this with? Will be interesting to see how performance is with this.

  • Tried combining the container approach with this, and now the tail is offset and kinda moves slightly delayed? https://www.dropbox.com/s/o2yns4czyguw2 ... .capx?dl=0

  • Yes, but the game could still update under the shader, the shader could theoretically just mini-pause the action 15x per second, say, to emulate the look?

  • Thanks so much for the advice, works perfect now!

  • Yeah, but couldn't there be a screen-level shader that can hold the framerate visually for a sub-division of a second, since it's entirely intended as a visual effect rather than anything that affects the gameplay? Can shaders not be made to work on the entire viewport that is drawn?

  • Is it possible to tween based on origin? I'd like to perform a height resize, but I want the sprites position to stay where it is, and resizing the height makes it shorter from the top and bottom, rather than appearing to squash.

  • Thanks so much for the advice, works perfect now!

  • I've not used containers before, sorry if I seem a little helpless! Is it possible, using the example I've given, to convert the enemy animations and containers to a container so this works? So far, my main character is just pinned to it's container, and that was how I was doing this.

    EDIT: Creating a container

    To add an object to a container, select one of the objects you want in the container and click the Create link in its properties (which appears under the Container category next to the label No container). A dialog opens allowing you to choose the object to add to the container.

    Seems to work!

  • Also, what happens about, say, mirroring the animations when the collision changes direction? Does the engine know which enemy animation to mirror?

    Here's the problem I'm having: https://www.dropbox.com/s/wuz5t8ixdgq6dle/fraug2.capx?dl=0

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  • Sorry, wrong thread

  • So it automatically selects a box if there are multiples? Is there a benefit to creating sprites via the event editor?