lukezero's Recent Forum Activity

  • Thanks so much for the recommendation and the CAPX,

    I will try to implement it now and give a feedback. ^^

    It really not easy to implement random tracks in actual CAPX example, so that not only I did not get so far, like his creator himself either.

    Very grateful for your great help!

  • If anyone has suggestions, feel free to post.

    Indie developer suffers by trying to do everything alone...

  • First, the fog image must be continuous. His end is to amend the beginning to transmit an infinite continuity.

    The information below take into account that your game has the resolution of 800x600 and the fog image size is 800x600.

    On start of layout

    FOG - Set size to (LayoutWidth+1600, 600)

    FOG - Set position to (0,0)

    System Every tick - FOG - Set X to Fog.X-(dt*120) (or put a value that you think more apropriate)

    FOG X <= -800 - Set X to 0

    Good luck!

  • R0J0hound, I need your great help again. <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    I'm trying to implement an alternative aleatory paths system to a game based on the simple_path_follow.capx you posted here.

    https://dl.dropboxusercontent.com/u/542 ... ollow.capx

    I'm trying to do this:

    I believe that the right way to do this is by identifying the black circles through UID, but I cannot implement it. For this, I left the black dots that make up the parallel paths with equal values in the variable "n".

    So I tried (unsuccessfully) to do their own event to redirect the avatar, making the following changes:

    Set group "Move" deactivated (group Move contains the original trail movement events)

    Add 1 to target

    Set dist2target to distance (self.X, Self.Y, Dot (choose (30,31)). X, Dot (choose (30,31)). Y)

    Set calc_angle to floor (angle (oldX, oldy, Dot (choose (30,31)). X, Dot (choose (30,31)). Y))

    And to set back the avatar to follow the track again:

     Set group "Move" activated

    Thank you very much if you can help me again, dude!

  • Usually when I have this problem is just a matter of indentation, as the order of events. Sometimes I put a timed event in a boolean variable to stay active and disabled in a certain time interval.

  • Hi LittleStain! ^^

    The object is a trail Dot that the avatar follows every time.

    I managed to solve this problem this morning after the R0J0hound tip. It was enough after put the calc_angle in the detection event of the next point to be found.

    Thanks for the attention and cooperation of always!

  • To be precise, R0J0hound, the uncontrolled character follows a trail of fixed pre-established points by command Move with angle and distance calculations basically based on the distance between both. So I used the equation floor(angle(Self.X,Self.Y,object.X,object.Y)).

    I'm using the 0-7 calculation, but after some tests, I came to the conclusion that the problem is the lack of connection between the movement and the angle of the object that don't use any behavior.

  • R0J0hound, sorry to bother you again, but I tried your formule above, and unfortunately it didn't work for a character just moved by the Move command (with some instance variables).

    "walk" & int(((Object.8Direction.MovingAngle+360+22.5) %360)/45)

    As said object doesn't use the 8 Direction behavior, you know the best way to apply their walking animations with the angle changes?

    The calculations of my instance variables are correct for the character walk animations that move only in diagonal isometric perspective?

  • Thanks for the help,

    I'm not good at math as you, and I'm more designer than programmer, so often I read tutorials and/or study through reverse engineering. ^^

  • R0J0hound, do you have any suggestions for this? ^^

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  • Just for the record, I'm wondering that to implement the walking animation of a character not controlled by the player in a isometric 8 directions game.

    I'm currently using int(((IA.calc_angle+360) %360)/45), where the instance variable calc_angle is floor(angle(Self.X,Self.Y,object.X,object.Y)).

  • Hi C2 community

    I'm trying to calculate the angle of an object moved without 8 Direction behavior in relation to another object, but I'm not succeeding.

    I tried the formula floor(angle(Self.X,Self.Y,object.X,object.Y)), but didn't work for the end result I want.

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lukezero

Member since 4 Oct, 2014

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