Jayjay's Recent Forum Activity

  • Instead of animation you could try to create your own skeletal animation system (or ragdoll system using physics object behaviour and hinges) and that would just be a matter of rotating the clothing objects into position (although you will have to figure out the exact positions and angles, you could create a program to give you the values and etc) on the plus side, you dont have to animate each piece of clothing to fit onto the body. Here is a link to more information about Skeletal Animation http://en.wikipedia.org/wiki/Skeletal_animation

  • Yay Kayin (the guy who probably can tell us EXACTLY how IWBTG scrolls) finally came to correct us in our wrong ways....whats Modulos though?

  • Yay, now I don't have to do it! err I mean, nice one Doppel

  • Hmm, ok. well, once I get a chance (probably tomorrow) I will try to make another example and hopefully it will be closer to IWBTG

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  • I got that too

    Also, I answered your question about the platform movement and why it freezes inside of solids

  • This is an example of how to have a system similar to "IWBTG" scrolling for Lumer0

    Here is the thread ->

    EDIT: Sorry, the text box is cut off, show and hide the "Camera" object with Enter >.<

    DOUBLE EDIT: Sorry!!! my example isnt set up right (I only played IWBTG about 2 times before I gave up), what you would do to achieve IWBTG scrolling is set it so that the Camera object is jumped ahead each time the player touches the edges

  • Hmm, well I don't know for sure, but I think that what happens is that the platform movement tries to move the object, but because it is inside a solid it can not move it, nor put it into the same place it is already in, so the program freezes in a loop of trying to move/place the object (The movement constantly tries to move or stop the object but both actions still report that the object is touching another solid object). Does that make sense?

  • It's the platform movement, one fix is to have a custom movement engine or another is to make the colliders have the platform movement and remove the solidity/movement of the sprite (just set the sprites position to the center of the collider)

  • Well you could have an object that is invisible and has "Center View On Me" checked in the attributes area, then you can have a private variable that can be (for example) either 0 or 1. After that you put in code that when the variable is 1 it follows the player (set X and Y to the players X and Y). I will make a .cap to show you and hopefully have it up before the end of the day...

    EDIT: Here you go ->

    DOUBLE EDIT: Sorry!!! my example isnt set up right (I only played IWBTG about 2 times before I gave up), what you would do in that case is set it so that the Camera object is jumped ahead each time the player touches the edges

  • The reason I suggested that method is because that is how it is handled in IWBTG, the screen will scroll for certain areas while it will lock or stay still in another

  • Hmm, possibly have an object that is at the position you want and just "rotate to object", if the position is mouse, give the object the mouse behaviour. Although this is stuff to be discussed in the help and support forums I think. What your asking for in this thread is a command like "adjust to rotation" right?

  • Nope, it doesnt :/

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Jayjay

Member since 18 Mar, 2008

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