deadeye's Recent Forum Activity

  • Try the "On animation finished" trigger condition.

    PS - To make it work properly, you will have to uncheck "Loop" on the animation. If it loops then the animation will never finish.

  • I answered this question in your other thread, check it out...

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  • Vertical springs are easy:

    <img src="http://i40.tinypic.com/ftn4vd.png">

    1. Set the Jump Strength to something high

    2. Use the Jump action

    3. Set the Jump Strength back to normal

    Basically that's it. For horizontal or angled springs try manually setting the X component of motion.

    Moving platforms are also easy. Just move an object with Platform attribute on it. The Platform Behavior will recognize it and update your player position automatically. Note that there is a bug currently with vertically moving platforms though, sometimes the player will fall through them. David was supposed to have fixed it but it seems to have remained, though it doesn't happen as often as it used to.

    For platforms that move in a circle try two Sine behaviors... one vertical and one horizontal. Set one of them to 75% offset.

    For platforms that follow a path, try Rojohound's Path Movement plugin.

    As for conveyor belts, the only method that I've found that works well is kind of complicated, but here goes:

    1. Always ignore all input for your player. Treat your player as an NPC. Instead of the Platform behavior getting it's input directly from the keyboard, you're going to do it with events. This means that you will have to create events like "Control 'Move Left' is down -> Set player.Value('speed') to 200" etc.

    2. Make two pv's for your player, one named "speed" and one named "addSpeed," or something. "Speed" is for the base speed of your player, this is what all normal movement will use. "AddSpeed" is any additional speed on top of that.

    3. Make some events that go something like so:

    + Player is overlapping Conveyor at offset (0, 2)
        -> Player: Set player.Value('addSpeed') to -50
    
    + Always
        -> Player[Platform]: Set X Component of motion to player.Value('speed') + player.Value('addSpeed')
    [/code:2cmplupt]
    
    It might be a bit of a pain to set up initially but once you have it in place then making the rest of the game won't be much different than normal.
  • I have installed the last version of Construct (0.99.62)

    v0.99.62 is not the latest version of Construct . I made that example in v0.99.83

    Check the Construct Discussion forum...

    As for the installer issue, I'm not sure. I've never tried making an installer.

  • Is there an equivalent to GML in construct? If it is a program specific anguage like GML then that would be good, as the only other language I know is basic python

    Well, no there is no Construct equivalent to GML, but... um... there is Python... so...

    You did know that Construct could use Python, right?

  • Okay... according to the bugtesting .cap that I originally sent to David, the fixes that he made are all in 84 (and - embarassingly enough - 83 as well), except that the falling through platforms thing is still there. It doesn't happen all the time in the tester .cap I sent him (it still does occasionally), but it happens a lot more frequently in my Platform School .cap for some reason.

    http://dl.dropbox.com/u/529356/platform ... ground.cap

    So... yeah. I guess I was wrong, and the fixes are there. It's just that the one I checked for in Platform School is still around, but mostly just in Platform School. I don't know what's up, I guess I'll have to do some more testing.

    As for Porlo, try recreating that .62 bug from scratch in .83 or .84 and see if it's still there, I'm not experiencing that bug at all. It could just be a backwards compatibility issue.

  • That looks pretty cool. BTW I'm with something I think deadeye mentioned once. The amount of stretching is minimal when viewed widescreen. Didn't realize it wasn't 16:9 until I reread your post lol.

    I don't recall saying that. I have however said in the past that a 4:3 game displayed on a widescreen monitor will not stretch, but instead be shown at 4:3 in the center of your monitor with black bars on the sides.

    I was WRONG. Apparently that's up to your monitor. My monitor is pretty badass and handles all that for you. Games that look normal on my monitor will show up stretched on my gf's laptop and my widescreen tv. So it's best to make your fullscreen games with a solution to the stretching issue in mind.

    At any rate, I'm very sensitive to that whole stretching thing, so yeah I don't think I would have said that the stretching is acceptable. I hate it when I'm watching HD tv and a station shows commercials in the wrong aspect ratio, for instance. Some people don't notice or don't mind, but it bugs the hell out of me.

  • I would say this community is very active for how many people are in it.

    Agreed. There might only be a handful of regulars, but we're very regular regulars

    And the main reason there aren't more people here is because it's still in beta. Give it time.

    the main thing I liked about GM was how tight it was with GML. It just worked. (And the syntax was close to C based languages, the learning curve is next to nothing)

    Next to nothing if you know C maybe... otherwise it might as well be moon language .

    Anyway, my biggest beef with GM is you quite literally can not make a decent game without learning GML. Yes, you can make some amazing stuff if you're a GML junkie, but the default drag and drop event system in GM is total garbage. Go ahead, prove me wrong...

  • Sweet, more stability improvements! Now I wonder if that platform behavior modification has made its way in or Deadeye is going to start thrashing about.

    Apparently David's updates have not been included in this build either. I'm still falling through vertically moving platforms. I haven't tested all the other bug that were supposed to have been fixed yet, but that one at least is still there.

    Platform behavior seems to be messed up.

    When (if) David's new fixes are included then this won't be an issue.

  • I think making a collision mask's hotspot separate from the sprite would be useful, but for a different reason. Right now if you move the hotspot or crop the mask down smaller than the sprite you get strange collision results.

  • Is it possible to detect a collision of an image point of a sprite? If so wouldn't it be possible to place two image points on the left and right bottom of the sprite and then ... rotate ...?

    Yes it is possible, but the hotspots rotate with the sprite so it's not as easy as you might think . I tried this solution and didn't have much luck with it. While it is possible to get a smoothly rotating player, it goes from "simple" to "difficult" rather quickly, and since this is a beginner's tutorial it wouldn't really fit in there.

    Anyway, I'm afraid the slopes were left out of the lesson in question, and they won't be returning. Sorry, but that's just how it's going to be.

    Closing the thread because it's really not needed any more, but thanks to everyone who tried helping out

  • You're going about things kind of backwards here anyway. If you want solid collisions with your NPC's then check for overlap at offset with a solid in the next gridspace before moving them, rather than trying to stop their movement after it's already begun.

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deadeye

Member since 11 Nov, 2007

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