madster's Recent Forum Activity

  • Hey there.

    In my game the player jumps towards a platform and holds on to the platform's floor by the hands, then climbs up.

    How could this be achieved? I could check for collision with the platform and compare positions to make sure hands and platform floor are aligned, but how to do the prop-up? I set up an animation in the sprite for climbing up.

  • but then units would be able to move behind GUI.

    I'm making an rts.

    So you want them.... paused?

  • I think this does more than you can with Bones.

    Maybe both approaches can be combined? I'll look into it.

  • Also, opacity. Actually one might want even MORE stuff to be editable in keyframes. Maybe just allowing interpolation of private variables in the animation editor would let you handle the rest in a simple event from outside?

    It seems someone found a way to solve this though (http://www.scirra.com/phpBB3/viewtopic.php?f=8&t=3174). Will try it soon.

  • I still recommend using timedelta with a minimum FPS setting, calculated with your max speed and minimum object size so things can't go trough each other. But if you INSIST, here's how to do frame-based logic in construct with frameskipping: http://www.udec.cl/~jfuente_alba/frameskip.cap

    Shows frameskip. Has a fixed FPS of 5, change it to see how frameskipping behaves under different conditions.

    Note how setting no fixed FPS or setting 60FPS the animation still looks choppy, as it is frame based and limited to the set maximum.

    I've set it up to run at 30fps with frameskipping, change the in the events 30 to set it to other speeds.

    EDIT: Remember, if your game has complex events slowing it down, this won't help at all. It may even freeze, as you'll be looping and making it slower each time.

  • Also, making a bone invisible or visible in a keyframe in the animation editor would be really useful.

    Like, for weapons or gear. Or even facial animation (though facial would be easier by just changing between animations)

  • I understand the advantages of the timedelta system, but the ability to skip frames as an alternative would still be very nice.

    Frame skipping is for frame-based logic.

    You CAN do frame-skipping if you reallyreallyreally want it.

    Here's how:

    *EDIT* UPLOADING WORKING .CAP TOMORROW *EDIT*

    then put all your logic inside a loop that recalculates for each 'elapsed' frame.

    Then you're ready to welcome unsmoothness into your life. You know, if you reallyreallyreally want to.

    edit: don't smite me ashley

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  • they also make for excellent mosquitoes, if the scale was larger. I really like the look of it.

  • NThe level generation (as are a couple other things) is done with C++, and is based on Jamis Buck's D&D dungeon generator. It's probably not flexible enough for every project, but I might put up the plugin+source in case someone wants to dig into it.

    Me wants!

    how could we do flexible level generation? events is probably too much hassle, I had considered python but that's not working for me right now.

    I dig games with some randomization to spice things up.

  • You can set a minimum speed to avoid game-breakage.

  • AFAIK you should pad the size of each used image to the nearest power of two. I think Construct does that internally.

    Effects should use no VRAM. Canvas probably does though.

  • Looks really awesome. Attach that lightcone to the nose of a ship and go exploring!

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madster

Member since 17 Feb, 2009

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