CaptainOblivious's Recent Forum Activity

  • Wrargh! I was finally able to get what I wanted, but i have to use unreliable means of achieving this effect. For anyone even remotely interested, and for my future reference, here is what I came up with to get the "Arwing tilt and spin" system to work without using animation registers.

    http://strouperman.com/Special/StarFox_ ... mation.cap

    (if you get 404, add the www)

    To test it:

    Arwing moves with WSAD

    Tilt the ship left with LEFT SHIFT

    Tilt the ship right with J

    Fire lasers with G (numbers 1, 2, and 3 change laser type)

    To do a barrel roll, double-tap the tilt buttons.

    ::Arwing moves faster in the direction of tilt.

    ::Arwing moves slower opposite direction of tilt.

    ::Spinning the Arwing temporarily super-spikes movement acceleration.

    Combining these techniques allows for a (hopefully) tight and precise control scheme.

  • Deadeye, we're making progress.

    Your method works when outside of the animation system. I'm still hindered by the one control I need that isn't working.

    Coming out of a "Spin" animation, I need to set everything back to normal.

    + Animation "Spin Right" finished

    • Set Sprite.is_spinning to 0

    The value never returns to 0, because the animation never reports that is has finished. This produces an animation freeze as well - even under no restrictions, a non-looping animation will refuse to return to default.

    I can work around this using discrete timers, but I'd rather do things right.

  • The problem seems to be that because construct is not reporting the animation name, I'm very limited in controlling which animations trigger under which conditions. For instance:

    While Animation is NOT "Spin"

    Value Sprite.tilt is 4

    -Sprite: Set animation to "Tilt"

    -(play current animation?);

    Value Sprite.doublepress is greater than 0

    On control "Spin Right" is pressed

    -Sprite: Set animation to "Spin"

    -(play current animation?);

    The above events will always trigger the Tilt animations, over-riding the Spin animation instantly, because Construct cannot determine which animation is playing (or not playing, in this case).

    I can always load another variable to compensate, but I'm getting into upwards of 30 events for what should be done is about 10.

  • Okay, I'm getting results by using yet another brute force method. Setting single frame animations based on a private variable.

    Here's another question. I'm trying to make a "double click" of a control using yet another variable. Variable remains on for a short about on time, as planned, and is supposed to trigger a separate animation when the key is pressed again while the variable remains on. Currently, it is failing to do so.

    I have to be missing something..

  • I'm still having trouble manipulating basic animations. In the debugger, a sprite's animation is always registered as "animation." Is this why Construct isn't returning to default, or following my orders to change the animation on command?

  • Jeswen, I haven't seen one cheery post come from you the entire time I've been here. I would find it very helpful if instead of you putting down our entry level demos, you wrote up some of your advanced demos for everyone. The project needs examples of all varied difficulties.

    And I agree with Deadeye. This thing's pretty cool. It's versatile enough that I was able to turn his lighting effect into a sustainable fire effect in under 5 minutes. Right now, I'm considering all the different ways this could be modified to suit my needs. Water splashes, smoke effects, ect.

  • What a juicy update! Thank you for working in the efficiency update into 0.94. I'll provide any results from my testing later on. I am particularly happy about the animation stuff. Things are starting to show promise in my arwing fighter now.

  • I stopped just short of adding a lens layer on top of the flame to simulate heat distortion.

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  • Assigning new instances of sprites to new instances of other sprites is something I've never done. Deadeye and Doppel should be online shortly - they'll probably have some advice on where to begin.

    EDIT: Yeah, I'm not even gonna try. I nuked the .cap making my own events. What my method would be, not having done it before, involves assigning all new instances of the sprite and its colliders an instance number, and modifying my events to run commands on like objects.

  • You have to be a lot more specific. What are you trying to achieve?

    As far as this crash, it's happening as a platform object meets a platform object, as far as I can tell. I have to look deeper into what all your collision boxes are doing.

  • Oh yeah, I see now. That' a BAD lockup.

    Removing the purple box's platform movement fixes the crash. I'm beginning to think this isn't your fault.

  • I cannot confirm your freeze. Program initiates, box moves, collides with "Portal" and switches layouts. No player control.

    What sprite is designated as an enemy?

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CaptainOblivious

Member since 14 Mar, 2008

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