Sir LoLz's Recent Forum Activity

  • bot support is coming along much nicer than I thought it would. Bots and players don't do damage to each other yet. but that will come.

    bots are red and players are yellow atm. players will be able to choose a color later. but for the sake of telling the bots apart from the players I kept it this way for now.

    no idea why their animation is getting stuck on the same frame. will need to look into that

    youtube.com/watch

  • jatin1726

    Just move the character? I'm not sure how to answer that as it depends on what you need moved, how it is moved, and what it interacts with. is it with default behaviors or something custom? are physics involved? Et cetera. It's not really a one size fits all thing.

    as for me I use physics movement. at the start of a players movement I set their velocity to zero. and then move them using the following physics velocity addition.

    x =(cos(angle_of_movment+player.angle)) * move_speed

    y =(sin(angle_of_movment+player.angle)) * move_speed

    sine and cosine works like an orbit. with angle_of_movment+player.angle specifying the angle relative to the center.

    angle_of_movment is the direction the player needs to travail represented as an angle between 0 and 360 (forward, backward, ect) however this number by itself will give the wrong direction as it is relative to the world. not the direction you face. hence...

    player.angle is the direction the player is facing. by adding this to the angle the player needs to go it makes the angle_of_movment relative to the player

  • adding a horde based survival mode.

    I am adding it so that way you can play on your own. but it will still work online for co op play

  • I would be happy to share. what part specifically are you interested in?

  • yah I can fix the silhouette. good tip.

    More progress.

    Animations are mostly done. I still need to do the die one. but I am saving that for later when dying is actually programmed in.

    I only did two animations for now when it comes to the character. Being run forward and sidestep. I reverse them when the character is going the other way.

    Dot product came in helpful again. Each peer keeps track of the last x and y cords of each player. If they match then the system knows they are standing still and plays the idle animation. But if they don't match then it will get the dot product of where they are to where they were. And it can then play the correct direction accordingly.

    I also did the first person view of the weapon firing. will make the image bounce as you move but that will happen later.

    youtube.com/watch

  • Just an update on my project.

    I finished the player model for my project (finally!). it's not the best out there but for a first attempt at a 3d human model I think it came out good enough.

    for now I have rendered the first animation (idle) now I need to animate moving in 4 directions and dying.

    youtu.be/lBn9pP10gWY

  • wow I owe you cjbruce for telling me about Dot Products. now that I know how to do basic computation of them I have found more uses for it.

    My project is a competitive shooter in the style of Midi Maze from way back in the DOS days. I realized though I would need some modern Quality of life things from modern games. such as knowing what direction you are getting shot at.

    I use a Dot Product the same way I do to know what direction a sprite should face. but using the bullets position instead of another player. I then turn that into an angle and use that to position a hurt effect on the players screen.

    youtube.com/watch

  • Thanks for the tip! it repeats perfectly!

    I am going to copy your sample code there as well. I've struggled to get the camera working in my project too.

  • is it possible to repeat a texture over an object? I have a cube that I want to turn into ground. because the texture repeats I should not have to make the texture the size of the ground. i looked at the UV repeat function but it does not seem to cause the texture to repeat. just shrink

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  • hmmmm I am not sure whats going on here.

    So I am playing around with my world and for some reason if the 3d actor goes a certain distance the screen goes black. any idea? it seems to be around a radius at the 0,0 coordinate

    youtube.com/watch

    UPDATE: hhhhhhhrrrrrrmmmm...... so I loaded the last version of the project and for some reason it works fine. no idea why this is happening all of a sudden. This is so weird as it worked fine one second and then the next it started going black regardless of resets and reverting code.

    I guess I don't have a choice but to revert to the old build and use the changes in the latest one as a reference to build back up to the current version. whatever happened must have been something inside the plugin that broke. it's the only thing I can think of.

    UPDATE 2: huh so the project file itself must have become corrupted somehow. because I copied the code from the newest build to the second oldest build. and despite the game working exactly the same as it did in the latest build that issue of the screen going black went away. ok then

  • how complex do you need the physics to be?

    I know you can use the raycast object to get the angle of a face and it's height. provided you don't need super realistic physics you could make a raycast above the car down to the ground. you could then compare the change of height and add to an upward momentum. and then if it lowers apply a gravity to this same value. and if the car falls below the raycast (below the level)then set the cars height to the level. (this is just the idea of course) It's not the ideal solution. but it's better than nothing.

  • wow your right. that's kinda disappointing.

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Sir LoLz

Member since 1 Oct, 2014

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