David's Recent Forum Activity

  • oh, you can do that in events by comparing timer as well. But this plugin is kind of more flexible because periods happen other other periods, and u can cut a period short...so its like the timeline is a bit more dynamic.

  • You can use the action 'Fall through platfroms? yes' to allow the character to fall through them at your will. Then untick the 'allow down button' and use an event like this:

    always - set fall through to false
    If player is overlapping fallable : offset (0,1)
    and user pressed down button
    ------Set fall through to true[/code:2arao7wg]
  • For the record I sat down for an hour and planned out how to mod the timeline to make it as flexible and powerful as possible. However, how does the timeline function work in Game Maker ?

  • some techniques are to rotate it around a bit randomly each time, and make some dark and light, and use different sizes. But yeah that particular image could be draw a lot better for that kind of thing...it was really just a random image heh

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  • For anyone worried that the construct random might be badly made because its built in, or doesn't produce good random value, or is bias to higher ranges or something, this should hopefully prove them wrong Construct uses the mersenne twister algorithm

  • Even if I do say so myself!

    I use 2 sine movements on the grass. One makes it sway left and right, the other makes it increase and decrease in height.

  • Sorry guys I honestly have no creative flare tonight. Anyway heres a little example showing how the collision offset can be used to test for a collision before your object has moved. Here I delibrately make sure that no collision will occur in the spot that you're going to move to.

  • linkman2004 - Okay I found a work around. I added an action which repositions the bones. If you call the action just before using 'set position' etc everything should work fine

    I also made a modification. When the mouse is over a handle or a point, it becomes a bluish colour. This makes it a LOT easier to work out what limb will be affected if you start dragging. Its quite amazing how a bit of highlighting can really help out in confusing situations!

    Oh also, always setting an animation no longer buggers up

  • Okay just a status update.

    Made some fixes to platform behavior

    1 - All the new bugs that have come was due to me doing a hack which broke stuff, i reverted it and tried a cleaner method, so the 'falling' condition and 'is moving' are all fixed

    2 - Platforms are now more stable. If you join them together, you just run up slopes and down slopes, but if u run into a situation where normally you would be pushed out, you dont get pushed and u keep running (which is expected)

    I'll get Ashley to do a hotfix...hopefully this will fix all the platform problems for this build

  • linkman2004 - the lag is caused because the bone movement is being evaluated before the platform movement....so its kinda doing this:

    position bones

    move platform object

    run events

    reposition bones.

    The bones get repositioned twice because if the events change the angle the bones need to reconfigure. However, the lag is caused because the platform object is moving after the bones do their movement....

    I have no idea how to fix this

  • Not my best of examples but it does the trick.

  • Next build we'll try to have the python issues resolved. They are actually really simple!

    Basically when you export your exe, you choose which python files you want to include. However, this list is also used in the preview, so it would probably make more sense to have the 'choose python files' appear in application properties or something rather than the exe export wizard. If you click the select all button, all the python modules that came with the standard python install are included with your exe so people shouldn't need python installed to be able to run your exe.

    Originally I thought python would just be used for simple stuff like moving an object and calling construct functions, but instead people are using python to access all the libraries to add further functionality into their games. So I think I'll change it so all the modules are included by default when you use python ( i think its like a few extra mbs ).

    I'll keep ya posted

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David

Member since 21 May, 2007

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