madster's Recent Forum Activity

  • Plan for wall pushout (already detecting collision)

    -----------------

    grab the position from the previous frame oldp, the new position p

    loop checking if oldp+((p-oldp)*x) is colliding, where x is a factor

    the factor would start at 0.5, if not colliding it adds half the current factor, if its colliding, it would substract half the current factor

    and then I'd repeat until I hit a fixed threshold for (p-oldp)*x (one unit, probably)

    and if at the end of the loop it's still colliding, I'd just set the position to oldp.

    If it works, I'll post another update

    Edit: it worked! Wall collision working

    http://octavoarte.cl/25d_concept.exe

    TODO:

    Collision from below (right now it just goes through and lands on top of platforms)

    Slopes

    Edit2: crashes reported with framerates below 20, loop goes infinite even though it's capped with a counter.... which is strange, will do isolated tests. If "while" is bugged doesn't matter, as behavior won't use events

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • achievements via plugin? Nice. Really nice.

  • and an "Exhaust" particles object.

    [quote:1cp3tsn2]of the Exhaust sprite

    Is Exhaust a sprite or a particles object?

    Anyhoo, when you select an object, the other objects in the same container get selected in yellow. When you create one, the others get created too, but you need to set their positions. Maybe they were created off-screen?

  • hey thanks! I like encouragement :3

    I'll break it down:

    • drawing smaller platforms (in the distance) / player gets smaller as he moves "into" the scene: There's an issue with this. If platforms get smaller as they move away, they'll grow further apart. So I'd have to take perspective into account, adjusting their position. But if I'm doing perspective, I'd also need to be aware of camera position so everything gets adjusted correctly.... so while it could be done, I'm not looking into it right now. Resizing stuff works perfectly though, so no problem there. I even considered allowing rotation of the scene, but the platforms themselves cannot rotate as they are flat sprites, so you would probably fall off them while standing still, which would be awkward.
    • haze or fog to simulate depth of field: Using an effect, this would be done with a single action. You could even go all the way and use my Blur Motion effect and do actual field of view, though it would still be flat so wide platforms would have to be avoided.
    • assigning keys: You'll have the 3 coordinates used to get and set as you please

    Edit: updated the demo with DoF... was easy (for some reason though I couldn't set the effect via family, had to do it object by object... the effect tab and actions did show up but then I couldn't set the values.. bug?)

  • http://octavoarte.cl/25d_concept.exe

    I updated the demo. Raised platforms work now, woohoo! In this demo there's a spiral staircase.... with platforms one above the other! And one big flat platform below the others!

    There's a flag marking what you're standing on now, this should allow me to implement moving platforms later.

    Still no blocking from walls (any help on the push-off code? please? should be pushout in 2D)

    Also, I could do with some pretty platforms for testing... any takers? my drawings are terrible.

    Edit: added crappy shadow, disappears when not touching any platforms. Any thoughts on how to have a shadow that stays on the nearest platform directly below?

    Also, space key resets height, to avoid restarting endlessly.

  • In the platform object check the platform attribute, uncheck solid.

    Nothing else needs to be done.

  • So far, you have to place the object in the layout as it would look resting on the zero plane, then it will get moved to its proper height on startup.

    if by depth you mean the depth of the surface, that's done drawing a collision mask so yeah, it can be whatever you want.

  • Well just cause I suggested 3D in that example, doesn't mean go the whole hog and use different control methods too.

    [quote:1wqurm0i]Then as you point and click your character through the scene,

    This is precisely my point. A big company avoided doing point and click in 3D BECAUSE ITS TOO HARD.

    Don't say it would be easier. It woudln't.

  • http://octavoarte.cl/25d_concept.exe

    Just a concept. No slopes. Seems to work allright, you may even stretch objects and they still work

    There's a marker for the player's ground level (w = 0)

    Platforms can be moved vertically (not done in demo)

    Edit: here it's sorting by basal y (ry) only. Final sorting must involve height somehow, haven't figured it out yet. In this demo, if you go towards the back of a platform, you'll be drawn behind it. A temporary workaround was to set the hotspot to the top of the base collision mask.

    TODO/bugs:

    -falling faster than maxclimb on a platform lets you through it

    -platforms below others don't let you step on the top one

    -there's no hitting walls yet

    -integrator is very naive. Go Verlet.

    -consider having the mask at the top instead of the bottom--> easier to draw

    -move platforms on rx or ry, with other objects resting on them?

  • For example. A point and click game. (...) But 3D would make it easier thanks to the depth, without turning it into 3D

    Nice example. Monkey Island 4 was 3D but didn't have mouse control, just like Grim Fandango. Why? it was too damn hard to figure out what you were clicking.

    So no, it's does not make it easier.

  • so.... system->create object picks the newly created object, but spawn doesn't?

  • So this came up while chatting... I'll write it down for later when I can work on this thing.

    Collisions: use the mask editor to create a mask for the base of the object. Objects are assumed cylinders, so the same mask is used for both top and base, only displaced by a new object_height parameter.

    Hotspot: the hotspot would be the measured position of the object in the base plane. This would be the point used for setting height according to slope.

    W versus height: when setting W, you'd be setting the faux-vertical distance from the zero plane to the base of the object. When setting height, you'd be setting the faux-vertical distance from the base of the object to its top.

    Slopes: With all of the prior, height in a slope is calculated around the hotspot, displaced by w and height, using dwdx and dwdy and the w-displaced hotspot of the object on top.

    wheeee! sounds doable now!

madster's avatar

madster

Member since 17 Feb, 2009

None one is following madster yet!

Trophy Case

  • 15-Year Club

Progress

15/44
How to earn trophies