deadeye's Recent Forum Activity

  • Ah, I see...

    Just about all of the problems you mentioned are due to the fact that your bunnies are checked Solid.

    Platform behavior will automatically move along with any object that it is standing on if that object has Solid or Platform attribute checked. This is so you can easily make moving platforms or elevators.

    My suggestion would be to uncheck Solid on your bunnies and create your own custom bounce events. It's pretty easy to make one bunny bounce off of the top of another with something like this:

    + On collision between BunnyA and BunnyB
    + BunnyA [Platform] is falling
    + BunnyA.Y is less than BunnyB.Y
      -> BunnyA [Platform]: Set jump strength to half
      -> BunnyA [Platform]: Jump
      -> BunnyA [Platform]: Set jump strength back to full
    [/code:25bsimnv]
    
    Again, that's just a rough idea and you may have to tweak it to suit your needs.  By setting the jump strength to half (or whatever) you can make a small bounce off of the opponent instead of a full jump.
    
    As for bouncing off of each other horizontally, you could do much the same thing, depending on how you want them to bounce.
    
    For instance, it would be fairly easy to make them always bounce away from each other at a set speed by using the "Set X component of motion" action for Platform.  If you want to get more refined you could do some checks to see if both are currently moving, whether they're moving toward each other, and how fast, and adjust the bounce for each depending on that.  Just experiment with it and I'm sure you'll come up with something that works for you.
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  • Okay, apparently he's put them all back now. You will have to update your links, I guess.

    Anyway sorry for the confusion. If it's any consolation you can no longer delete posts that are more than half an hour old any more.

  • He's not talking about a hop effect or animation. He's talking about actual jumping, in regards to the "Allow bunny hop" option for platform behavior.

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  • First problem I've encountered is how strange jumping, colliding and changing direction works. Diasabling bunnyhop effectively prevented some bugs but playing without it turned out to be less comfortable. So is there a way to cause jump after landing while still pressing the button? Or to restrict bunnyhop by having the sprite touch the ground before succeeding jump?

    What bugs? What exactly is strange about the jumping, colliding, and changing direction? Could you be more specific? Or provide an example with bunnyhop enabled so we can see these bugs?

    As for manually creating a bunnyhop without bunnyhop enabled, you can do something like this:

    + Rabbit [Platform] is Falling
      -> Set Rabbit.Value('jumpReady') to 1
    
    + Mouse&Keyboard: Player 1 "Jump" is down
    + Rabbit [Platform] is On Ground
    + Rabbit is Overlapping platformTile at offset (0, 2)
    + Rabbit.Value('jumpReady') is equal to 1
      -> Rabbit [Platform]: Jump
      -> Set Rabbit.Value('jumpReady') to 0
    [/code:2pwjd4r8]
    
    The On Ground on it's own would trigger a bunnyhop when landing on another rabbit, since they're solid.  And I assume you don't want to do that...?  So by adding an Overlap at Offset condition you can make sure that not only are they on "ground" but that they're on the [i]proper[/i] ground.
    
    Likewise, if you only have the overlapping at offset on it's own then you would trigger a hop simply by intersecting any jump-through platform.  So you would need both in order to get it working right.
    
    As for platformTile, you could create your own custom attribute for both solid floors and jump-through platforms and set both of them to that so you only have to make one condition check for all of them.
    
    You might need to adjust that to suit your own needs but that's the general idea.
    
    
    

    My second request is concerning collisions. Controllable characters are both solid sprites with platform movement but this hardly let's me modify anything. Would someone kind suggest other way to do this? I have slight idea... but can't really put it in use.

    What are you trying to modify? I don't know what you're trying to do in the first place so I don't know of an "other way."

    I will say that although Construct looks a bit like MMF, it behaves a lot differently. I'm sure there is a way to do what you need (whatever that might be ) but you will likely have to unlearn your MMF methods in order to do it.

    Anyway, go ahead and post exactly what it is you're trying to do and what's going wrong and I'm sure someone will be able to help you out.

    By the way, nice bone animation on the rabbits

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  • DravenX has deleted several of his example threads. It was largely my fault, because I said he could delete a thread with no replies and it wouldn't matter too much. I just wasn't thinking.

    Here's a list so you can update your OP:

    Zoomblur Effect aka Godray capfile

    Flashlight effect using fx files

    Stargate Portal Using One Particle

    Freaky 3D Optical Illusion

    Oil Rise , Stop And Drain Example

  • Apparently it was a mistake for me to say that it was okay to delete your threads if they have no replies. Now Jamesx's tutorial list thread has a bunch of dead links.

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  • Hey everybody

    I know everyone is excited to learn how to do 3D stuff, but if you have questions on how it works, check out the Help forum or the Tutorials forum.

    Thanks

    I have one ask!!! How to make the 3D Model colisions?? I did make one level in WaveFront OBJ file, put in the 3D Model path option and selected SOLID in Properties, but the protagonist do not collides with walls of model.

    There's some info about doing collisions for 3D objects in this thread:

  • Holy crap, that is awesome. I want to play it! Do you have a demo available?

    So many awesome screenshots lately

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deadeye

Member since 11 Nov, 2007

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