manontherun's Recent Forum Activity

  • meant to post this b4 but heres some examples of sub animations.

    most dont know about sub animatons but basically you might not need pvs for much stuff dealing with just parent child levels of actions like walking/running + attacking or being hit or knocked out of those animations. you can set up your actions thru animations and sub animations could take care of complex actions in between. its easier to debug also because its more visual and since there can only be one animations playing at a time it prevents some human errors that might occur with pv/storing values. a big thing is you can use the same key for multiple animtions without a variable like the example caps show.

    kapz gat mo detailz.

    hope tis helpful fellas/ladeez. happy huntin

    -edit-

    i think i may have forgotten to mention in cap but when in walk state use arrow keys to move across plane.

    -edit 2-

    also read the -edit- from my post in this related thread.

  • make private variable and always z-order by pv. you didnt say if a, b, c are a family or instance of same object. but both you could do pv thing like most stuff you will have to create some pv or id to store/track data of your objects. in general picking makes it so you have to do this.

  • i would like to select an animation, event or condition and hold ctrl or shift whateva and move it up or down with arrow keys. draggin just slows me down and there is crashing in animator bar when draggin.

  • what was expected was confirmed. new thread on subject can be anticipated on the bearings of appropriate contingency in accumulated interest arising.

  • after trying it out myself its more complicated then it seems. not the lerp part just getting each option to expand correctly every sub level in few events. but jfyi you can however try putting all your menus in two families and using for each family1 ordered by ascending family1.y. and family2.y > family1.y set abovedistance pv to dist(0,.y,0,family1) this will give you the distance for the closest text object thats above each text if there are none it will be 0. to get the distance of closest object below do for each family1 ordered by descending family1.y. and family2.y < family1.y set belowdistance pv to dist(0,.y,0,family1). probably hard to get without screenshot or cap but... anyway, you may be able to toy with that to push your text up/down. but i think it would just be easiest to just make containers of each stacked menu group and do lerp events with those.

    the condition lerp(.y,'mytargety', 0.20) works fine for me. just to move the text. and btw u might want to change that ^ timedelta to * 100* timedelta. 0.00001 ^ timedelta is like not even moving for a year. might even be causing an error. hope thats somewhat useful. gl

  • ty for this. will you continue to update this with newer versions

  • removing sub animations would be taking a step backwards which would be unfortunate. if one would think about it for a sec using a separate object is not always the best way to go. in fact, it would be cumbersome in some situations adding extra events and conditions to check for zorder, collisions and various other things that should be done in the animations. if you think about stylized games where the object is morphing in the animations the separate object isnt what they do.

    currently you can set up your entire game engine based on what you see your character currently doing through animations reacting to what is seen on the screen which would make sense. sub animations take up less space in the animation bar and creates easy state machine that no one knew about because no examples were given.

    -edit-

    some examples here

    including simplest state machine thingy without arrays or variables

    can also be used in a way to separate two characters (or character modes/forms) in one sprite.

    download last then 2nd then 1st:

    last (basic) just shows simple sub animation.

    2nd has comments and new animations allows decision for going in two different directions with animations control everything in practically one event.

    1st is 2nd example with its comments removed and 2 more animations down another sub level (= 3 levels of sub-animations).

    keep in mind in the 2nd example instead of going only left-right you could add as many states as you want to loop thru as long as animations are still in parent but anything that jumps out of parent allows new sub actions under the other parent and are totally separate. this is all done without variables.

  • i dont do good explanations so someone else might jump in. just make sure trigger once when setting the pvariables. the movement wont be triggered once. i said stop event because lerp will still run when it reaches destination but it wont go anywhere, i believe. might as well stop extra cpu use. but thats just out of habit. someone else will tell you if it saves anything worth extra conditions for. and you should put the ones you want to move when clicking button in different family and run events on family. you could do it with out family though. family might be easier for you.... again unless someone else jumps in with how to do with pvariable and for each ordered.

  • had aa stuff turned off didnt test with it.

  • quote. all the objects keep moving on, and on, and on.

    at start of expandable menu click trigger once set pvariable moveto to .y+16, set pvariable oldy to .y. when menu is expanded lerp to pvariable moveto. when object reaches moveto stop the event. when menu is collapsed lerp to pvariable oldy when object reaches oldy stop event .

  • at newt. have you tried

    Image manipulator copy from sprite

    For x = 1 to sprite.width

    for y =1 to sprite.height

    System: ImageManipulator GetAlpha(LoopIndex("x"), LoopIndex("y")) Equal to 0

    sprite add 1 to sprite.privatevariable

    in new version. if you do and it works can you post cap. i dont want to report if its not bug. i tried on 2x2 sprite half transparent other color and variable goes to 4.

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  • with a event that uses a 1px scanner sprite that scans each pixel of sprite checking for overlaps and counting them if amount overlapped = to number of px not transparent it is covered. you can get untransparent number by subtracting the width and height minus transparent or vice versa for getting transparent either value will do.

    by transparent i mean opacity or alpha = 0

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manontherun

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