QuaziGNRLnose's Recent Forum Activity

  • Today while i was on Construct i went about trying to build a simple IK bone system and came up with this.

    Its not perfect yet, as i havnt found the correct # relationship for something (its illuding me but i'll find it soon!)

    The reason its not perfect is the target point of the IK does not represent the excact position where the end of the chain will land (it deviates about -10/+10 pixels) but is still very usefull. The other end stays excact so... if you would like an excact end point and a deviating shoulder just switch em around!

    This is very easy to use and can be very useful for character animation

  • [quote:1kvefxmy]Yeah your bloody math man. It's way too good. I'm jealous.

    lol thanks

    [quote:1kvefxmy]In effect it would pretty much look the same, yes. Your blob guy looks like what a bones system would do, just without actual bones. You've gone and made some kind of crazy complex IK chain without using a true bones system

    what im wondering about is how the animation of the skeleton will work, will there be some key framing thingy or will it be set up through events by rotating individual bones, im guessing the latter which would make animation pretty hard.

    i guess will have to wait and see

    and now that you mention IK, an IK object would be pretty darn useful. with 'n' segments and fast c++ ik solving

  • it probably works like my blobber character, they may have even gotten the idea for such an object from it. Its pretty complex to set up and not something the average user could do on his own, this object would make it wayyyy easier.

  • may i ask where you got that beautiful explosion animation?

  • <img src="http://www.connectionworld.org/wp-content/uploads/megaman.jpg">

    found this in a forum, hilarious

  • dont have ioj reupload =D

  • ah k, 8.5 was puzzling me, after posting i quickly realised the other 2.

    im trying to make a camera that can look up and down in this world, but i cant get it right yet, i imagine you need to move the boxes along y by their depth when you change the pitch/roll/yaw due to camera changes, making it work is hard tho any tips?

  • set position to

    (go.x,go.y is where you want it to be closest to on your grid,)

    set x to: round(go.x/64)*64

    set y to: round(go.y/64)*64

    thats basically it

  • i think youve seen this page, but have you tried my drawer, it could be usefull, even though no textures are on it (they look wrong)

    it draws the block's faces using distortion and some maths to plot out how blocks faces should look in relation to the perspective.

  • Paste clone is broken. It's meant to make a copy of the sprite's images, so when you edit it, you don't affect any other types (as you would expect). I don't know why it's not making a copy - somehow it's just referencing the old images. But you're right to be surprised Hopefully it'll be fixed soon.

    could you please leave it the way it is???? and make a new option called paste new copy or sumthin like that for what paste clone is supposed to do.

    i say this because paste clone the way it is now is actually quite usefull, when you want multiple objects that all share anim frames, fixing it would break a lot of games that need it.

    it has streamlined the process of making animations in some of my games because now i only have to edit one object instead of 3, or 30. the way it is now is way more useful than the way its supposed to be. its amazing for making level editors and things like that (what i use it for) please make a new option for its intended purpose instead of overwriting the current one

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  • i suggest what deadeye says, because with said system your character wouldnt walk around on rocks or "high grass" in your background graphic. u shouldnt ever use actual sprites for collision detection unless its called for, or else your player could hang by his nose xD or something like that.

  • thanks for the kind words kisai! its inheretly going to be smoother than metroid. i could probably make it better than it is right now, because i knew alot less back then.

    btw linkman

    i sent you some sounds for WITE on TDC a while back

    http://www.create-games.com/project_for ... 3&show=all

    it should be down near the bottom

QuaziGNRLnose's avatar

QuaziGNRLnose

Member since 2 Aug, 2008

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