Jonaw's Recent Forum Activity

  • Hmm, your problebly right though it is strange that the Goomba works perfectly when there is only one of them.

    The reason to use physics is mainly becouse i want the Goombas to interact with the other objects.

  • cap. http://www.fileshack.us/get_file.php?id ... =Mario.cap

    How would such a routine look? As I said earlier i tried doing it with loops, but it didnt really work out.

  • Thanks for reply. =)

    Instead of "direction" being set to either 1 or 2, have it set to -1 or 1. That way you can do this:

    > +On collision between goomba and pipebottom
       -goomba:Set 'direction' to 0-goomba.Value('direction')
    [/code:upez4qet]
    
    (That's "zero minus direction.")
    
    

    Thats pretty clever. Still dosent work when having more than one Gomba though. Is it even possible to have diffrent private variables for instances?

    About the brick:

    I know how to do it with animation, that was really never the problem. The problem is doing it without animation.

  • Thanks for your reply.

    Goomba Problem

    The thing is that Im using physics for everything (for several reasons).

    <img src="http://i5.photobucket.com/albums/y186/Jawoo/Goomba.jpg">

    Brick problem:

    By cheap I mean the sollution in itself, not the look of it.

    I want it to be kinda like this:

    If Mario overlaps BoxHitDetection
              Box.Y = Box.Y - 20
              Box.Y = Box.Y + 20
    [/code:wiz0g72b]
    
    Now, the obvious problem with doing it like that is that the movement of the box is so fast that you cant see it.
  • I�m trying to remake the first level of Super Mario Bros but Ive run in to a few, probably really stupid problems.

    1: Goomba "AI"

    The AI is set up like the picture, and it works great, as long as you only have one enemy. But when the enemy collides with the pipe it changes the value for the object, and not the instance.

    Is it a way around that, or how can I else do the "AI"

    <img src="http://lh5.ggpht.com/JWesstrom/SNTHhZbfbFI/AAAAAAAAAsE/ix-lqvVgWQo/Goomba.jpg">

    2: Headbutting blocks

    I cant really find a good way to make the block move up and down. My first thought was to use a loop, but that didnt really work. My second thought was to animate the sprite, but that sollution is rather cheap. Animating dosent really work with physics either.

    I appriciate all the help I can get.

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  • You can use containers for this, so that when one object is picked via conditions, another one (or more) is too.

    Here's an article on it:

    http://69.24.73.172/scirra/wiki/index.p ... Containers

    Exactly what Im looking for. Thanks =)

  • You don't need to worry about it. Just do this:

    > +enemy.sprite is overlapping bullet.sprite
       -Destroy enemy.sprite
    [/code:3kbtr5mq]
    
    Instance picking is handled for you.  Only the instances that meet the criteria of your conditions are selected for the actions that are in the event.  If all of your enemies are dying when only one is hit by a bullet, check the logic of your conditions to make sure you're not picking more than you need to.
    
    If you're still having trouble, post your .cap so someone can take a look.
    

    Well, that I know. What Im asking is rather this: Object A(uid 54) is being shot by Object B (uid 43)(bullet), but instead of Object A being destroyed, I would like Object C (uid 86)to be.

    Would be usefull when you are using another object for collision checking.

    Edit:

  • How would you go about finding an instance of an object that isn�t directly affected by say, a bullet?

    Dont want to destroy every enemy when only one gets shot.

  • I made a little experiment where you can shoot bullets on a canvas object with a physics behavior. I would like to be able to shot holes in the object, but when I apply the "paste object" action it only works on one or two sides. The top and bottom just becom mirrors to the left and right side.

    So have I run appon a bug, or is it I who does something wrong?

    Edit: I would like to upload my .cap but I cant find the button who does that.

    Edit: Download link http://www.fileshack.us/get_file.php?id ... Canvas.cap

  • That's not a real motion blur, but customisable blurriness on the X and Y axis is definitely a good idea. I need to make some changes to the display engine to allow for this though - which will make it faster and customisable. It's on the todo list.

    I am aware that it is not real motion blur, thats why I wrote "fake motion blur". =)

    Couldnt someone with the knowledge "just" modify the existing blur pixelshader? Since there are some effects with customizable parameters.

    Anyway, thanks for a really, really cool piece of software. Oh, and thanks deadeye (I think it was you anyway) for writing about it on the TIGSforum, wouldnt have found out about it otherways.

  • Would it be possible to combine the H/V blur effect into one plugin, where you could choose the strength of the blur and whether you would like the blur to be horizontal, vertical or both?

    Right now, the effect is kinda useless and crappy. At least in my opinion

    Also, would it be possible to have a fake motion blur effect that, rather than render more frames takes in to account the speed and direction of the object and blurs it accordingly.

    For example object "car" is moving in a 56 degree angle with a speed of 10 pixels a second, the effect would then put a directional blur on "car" at 56 degrees and with a strength of, say 10.

    In my mind such an effect would be faster than the motion blur that Construct uses now.

    There are limitations to a motion blur like that though, since it wont blur rotations and animations. But for certain stuff it would probably work fine.

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Jonaw

Member since 14 Sep, 2008

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