Fresh Frijoles's Recent Forum Activity

  • Or whatever it is called.

    I just discovered something you may or may not know. If this is obvious knowledge, please delete this thread admins. If not, prepare to shit brix.

    I was posting about my camera a couple of days ago, and I found the ULTIMATE solution.

    If you put center camera on me on two objects, one on your character, and one on something else that will stay within the screen with your character at the same time; the camera centers between them.

    I realised this while toying with sine movement. It makes the perfect camera for me, I have the other thing set to the xhair, so maximized the character will not go out of the screen. .

  • Thanks for the info breh, I think I understand what you are saying, I may have to rescan that block of text a few times to let it sink in. And by the way... who did the sexy pixel art on that robot? If I may say it is very, very nice.

    Edit:

    I take that back, for some reason my image point method wont work with walking. It works fine for reloading, jumping and crouching. For some odd reason however It refuses to work with the walking animations.

  • Thanks for the reply, in that case I suppose I will keep with the image-point method. One thing I would like to know, if you are willing to divulge the info. You may not want to, and I wouldn't blame you...

    I went to the wine engine website and saw the IK engine you were using for your engine. How are you managing to keep the feet from... uhh... how do you make them follow terrain? Can you? Did I misinterpret. I'm sure it is possible, but how would you go about it. I'm sure the math involved would be insane.

    [quote:2gv594w6]the feet don't keep him up in the air

    And I figured out that when I tried making the feet on my character solid, and then tried adding Platform behavior to them. doesn't work.

  • A few questions I have.

    1. I am trying to set this up with legs, similar to your robot. How did you get the feet to keep the guy in the air?

    2. How would you animate these limbs, like you have. I am setting the positions of the "end" objects to image points on a sprite. Are there better ways to do this?

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  • 0.99.72

  • I hate to double post. Alas I must. I have found a very unique problem, Motion blur seems to do more than just blur, it seems to speed up "every x milliseconds" events.

    I have also replaced my arm sprites with the IK system, the IK system actually lags when the character moves with motion blur set to x0.

    Everything runs flawlessly at x20. FLAW-LESS-LY.

    If anyone knows of anything I can do, I would be very appreciative.

    Also. Bump.

  • Have you tried.

    Always

    Object B angle = Object A angle

    Seems like that would work. Maybe I'm misunderstanding you.

  • Kick. Ass. Great tutorial 9.8/10. The point two is because I am a grammar Nazi and it hurt my eyes to see "were" used as "we are". I am not trying to be a dick, it really bothers me, however... your mad math skillz were quite impressive and made the pain in my retinas quickly dissipate. I loved the tutorial and hope to see more! This is fantastic.

  • I am having a slight problem. I am making a side scrolling shooter, and I was implementing the camera system. I have motion blur set to x20 AND point rendering . Anyways, I was using the make another object and attach it to the object you want a camera on method with an offset. It works fine, so I add something to make it scroll smooth back and forth, this also works well... Until I noticed the character blurred when moving back and forth. NOT up and down. I havent set the easy motion with the up and down yet, which leaves me to believe if I set an always for the x,y of the mouse it would work.

    Is there anyway for my camera system to scroll smoothly AND keep the character from blurring without turning off motion blur?

  • Hello construct community, this is my first post here and I am submitting it because I have found something I was not sure if you knew about. Well I am sure someone does... but onto my point. I have been making a side scrolling shooting game and in the past implemented parallax scrolling. It looked nice but at the time, I was a mere noob, and I assumed it had broken my shooting. Bullets would not spawn! This was quite the conundrum as you can understand, therefore I said "screw it" and went on my way with the essentials of game play. Well I decided to revisit the issue, maybe the bug had been fixed. Until I checked and it still did not work. "How could this be?" I said to myself. Until I had an idea. A metaphorical light bulb popped on and Wow did I feel stupid. When you add layers, the one your object spawns on is the same. I realized that it wasn't just the bullet objects, for my particles were gone as well. I toyed around with the layer effects and I noticed that my bullets were being morphed by the layer effects. This was quite strange I said to myself and thus concluded that by inserting the NAME of the layer into the field ( I did not realize at the time that it was defaulting to the NUMBER) since the number of the layer and the layer are the same. So I renamed it "Layer 1" and to my joy it worked.

    tl-dr; Objects spawn on a different layer when you add more layers assuming that the first layer is the one you work on and you add layers later for effect. Look out for it not working.

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Fresh Frijoles

Member since 4 Jan, 2010

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