deadeye's Recent Forum Activity

  • That is a great demo <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />

    The physics engine sure has some potential.

    If it was being used for a super mario type 2d platformer, is is possible to stop the player from bouncing as they land?

    Hey, thanks <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />

    As for the bouncyness, I'll see what I can come up with.

  • I didn't post an example of manually calculating speed and trajectory. I don't know how to do that. What I posted was a way to "hack" the Car movement, because Tidus97 said something about wanting the accelerate function and nothing else.

    Plus, I deleted that .cap.

  • thats going to be a real hold back if i cant simply set a speed for my sprite and make it go in the direction its facing... o.o;

    Wait... that's all you want to do?

    Jeez, man, just use Bullet Movement. <img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" />

    Set angle, set speed... bam, you're done. Just be sure to set the default speed in the properties to 0.

    I'm taking down the example I made so google doesn't shut down my googlepage...

  • im looking to replicate the car movements up arrow function. accelerating towards the direction the sprite is facing..which would be sprite.angle. but i dont know how to add that speed. i tried everything in the physics section and some in the other

    EDIT:

    Example removed. Problem solved.

  • That's a nice example. I especially like the smooth rotation instead of instantly pointing at the mouse.

    Good job <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />

    this helps, but im looking to replicate the car movements up arrow function. accelerating towards the direction the sprite is facing..which would be sprite.angle. but i dont know how to addd that speed. i tried everything in the physics section and some in the other

    Edit: Answered your question in a separate thread (so I don't clutter up SuperV's) :

    http://scirra.com/phpBB2/viewtopic.php?t=280

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  • I am jealous.

    I want a sheep on my head too <img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" />

  • First you will need to add a Mouse&Keyboard object to your program.

    Since you're making a custom movement for your object, remove any movement plugins you have added to it.

    Then in the Event Sheet Editor, make a new event to check for controls being pressed:

    1. Right click the Event Sheet and select "Insert Event."

    2. Double-click the Mouse&Keyboard icon and select "Control is down." Click Next.

    3. Type the name of the control to check for in between the quotes. (The default key controls are called "Move Left," "Move Right," etc.) Your condition is now set up.

    4. Now click on "+ New Action" next to the condition.

    5. Double-click the sprite you want to move.

    6. Scroll down to "Size and Position" and select the appropriate Set command. For instance, if you want to move left or right, pick "Set X."

    7. A new window appears asking for the new X coordinate. We want to add to the coordinate while the key is being held down, so we need to call the current coordinate. Delete the "0" in the box and double-click your sprite.

    8. Scroll down to Size and Position and select "Get X." Click Finish.

    9. Now you will see the name of your sprite in the New Coordinate box. (You can type this in manually if you want, instead of clicking to pick your sprite.) If the player is pressing right, we want to add to this value. type in "+5" (without the quotes) after spriteName.X. Click finish.

    Your event is done. Now every time you hold down the right arrow, your sprite will continually move five pixels to the right every cycle.

    You can rotate the sprite the same way. Just create a condition, and in the new action choose an option under the sprite's Angle section.

    Hope this helps.

  • When you edit a sprites icon and attempt to place an image point in the image editing window that pops up, you will get an error message, which reads:

    <img src="http://img206.imageshack.us/img206/4810/94103256fa0.png">

    Are you editing the icon or the sprite itself?

    Because trying to put an image point on an icon crashes for me, too. Which makes sense, at least... the icons don't have image points. It's just an icon, not a sprite. The image point and hotspot options shouldn't even be available when you edit an icon.

  • I can't use float values either, and i've tried both in 84 and 85. When i enter 0.5 (or 0,8) It just deletes the decimal.

    That's... really weird.

    Are you able to change the Z to a decimal value at runtime with the event editor?

  • Hot damn, I'm going to check out the animation fixes as soon as I get a chance.

    Thanks, Ash!

  • I whipped up a small demo of how someone might make a platfomer that uses physics instead of manually updating the XY coordinates of sprites.

    You can jump off of platforms and objects with the Z key, and kick objects around with the X key.

    The custom movement was actually pretty easy to make. No need to check if the sprite is intersecting with the ground, and run loops to push him out, because collisions and gravity are automatic with Construct's physics.

    Here's the .cap:

    http://projectbrimstone.googlepages.com/kickit.cap

    It's heavily commented and should be pretty easy to follow.

    Some other notes:

    • Be sure to check out the player and kick sprites to see how the image points and hotspots are set up.
    • The player sprite has two private variables set up, "direction," and "kickTimer," both of which are used to control the kicking action.
    • The Gravity, Mass, and Angular and Linear Dampening for objects have been changed from the default settings to get a more "platformer" feel.
    • There is a minor bug where the objects sometimes stop responding to collisions with the kicking sprite. I believe that this is because I haven't specified which individual object should be colliding. You could probably make a loop during the kick routine to check for collision with specific objects, and that would take care of it, but I'm lazy so who cares.

    Some general tips I picked up while working with the Physics movement:

    • Objects rotate according to their hotspot placement.
    • The bounding box is also set according to the hotspot placement! WTF?!?
    • If you want perfect rotation and collision between objects, make them an odd number of pixels high and wide, so you can set the hotspot directly in the center of the object.
    • Use "Ellipse" for the collision mask on round objects. Duh.

    Comments? Suggestions? Ideas?

  • Well, it's still a bad thing. In MMF2, rearranging your events fixed this bug. Anything for rearranging update priority?

    I don't think so, at lest not yet.

    MMF2 still does the same thing if you use a movement plugin. When I use the Platform Movement Object and set my detectors to it, they lag behind as well, and no amount of rearranging the events fixes that.

    You can work around it in MMF2 by setting a separate player sprite on top of your PMO sprite, and then aligning your detectors to the player sprite. The whole package lags behind the PMO, but at least the detectors are updated correctly in relation to the player sprite.

    With the physics movement though, if you were to make the physics object invisible and set a player sprite on top of it, you'd get wonky looking collisions.

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deadeye

Member since 11 Nov, 2007

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