Animmaniac's Recent Forum Activity

  • C2 r65; Windows 7 32 bit; FireFox 7.01; GeForce 9400 GT

    Core 2 Duo E8400 3.00 GHz; 3,00 GB RAM

    When a TiledBackground's hotspot is set to Center, it's graphics offset from the layout-editor position during preview. I tested it with physics and it seems the collision polygon is placed correctly, but the graphics stay misaligned.

    Capx:

    http://dl.dropbox.com/u/7871870/construct/c2-bug-test-04.capx

    Description:

    • The gray rectangles at the left are set to Top-left hotspot, and the ones at the right to Center hotspot.
    • The top gray rectangles have an angle of 0?, and the bottom 225?.
    • The semi-transparent blue rectangles marks where the gray rectangles should be.

    Apparently the positioning calc is wrong. It aligns at an angle of 0? but do not at other angles.

  • You should update to r65, some stuff have been fixed in this aspect since this version.

    Might be worth a test.

    Ah, sorry. I copy pasted from another bug report an forgot to update the C2 version. I'm already using r65. I edited the first post.

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  • C2 r65; Windows 7 32 bit; FireFox 7.01; GeForce 9400 GT

    Core 2 Duo E8400 3.00 GHz; 3,00 GB RAM

    Sprite is not proper mirrored when a layout is restarted.

    Capx:

    http://dl.dropbox.com/u/7871870/construct/c2-bug-test-03.capx

    Instructions:

    1

    -press left and right to change the sprite angle

    Result: sprite mirror as expected

    2

    -press space to restart the layout

    -press left and right again to see the bug

    Result: sprite mirror but also rotates 180? around hotspot when facing left.

  • I realized that most of my necessity for families in my entry for the competition could also be solved with this proposal.

    If you think about it, this...

    <img src="http://dl.dropbox.com/u/1378330/multiconditionEvents.png" border="0" />

    ...is the equivalent of this...

    <img src="http://dl.dropbox.com/u/7871870/construct/multi-conditions-01.png" border="0" />

    ...but more readable, and quicker, and easier to manage.

    When you have lots of these duplicate events (like in my entry), this can certainly make a big difference when managing them.

  • It's from the same user who submitted "Venusians Incident" to the competition, which has the same pretty graphics. Despite the strange gameplay, it was one of my favorites of the compo.

    This one have a more traditional gameplay and looks really nice, pity it's too short for now.

  • Nice example. But the idea is to make his movement as "Mario Style" as possible. So the movement "damping" must be high. I don't know what other paramaters to tweak though.

    Just make an event to apply an opposite force whenever the move keys are not pressed. If you apply the whole opposite force it will stop instantly, if you want a smooth damping multiply it by a float between 0 and 1 before applying.

    Anyway. It seems clear to me that there are a couple of features missing to make a fully-featured Mario/Sonic style platformer:

    - Families (duh!)

    - Using events to selectively choose what a certain physics object can collide with or pass through...

    You mean a (physics based) platformer, and that's not totally true.

    Families is obviously an extremely useful feature for any game, but it's certainly possible to make things work without it, it's just more labor intensive.

    In the same way it's possible to make a "loop gate". It would be really handy to have an action to activate and deactivate physics from an object through events, or even have selective collisions, but for now you can make an event to set the physics to "immovable" and move the "gate object" to another position. You can then place an identical object below the "gate" so nobody will perceive any visual difference.

    Again, it's already doable, although it would be really nice to have some features to better support it.

  • I like a lot "We Three Cosmonauts". It's very polished, pretty and have an interesting gameplay. With some more interactions like maybe exploring the planet resources to than build ship parts, and maybe some other things it can get really entertaining.

  • Here is a half sonic loop example:

    Loop Example

    The ideal would be to create an angle detection algorithm that doesn't depend on the angle of the objects but just it's collision polygon, so the player can interact with other physics objects too.

  • My example doesn't do that, but it's possible to implement it.

    You can change the box angle according to the angle of the ground and you will have it. The tricky part is detect the angle, but is totally doable.

    Edit: I updated my example with a simple angle detection, but currently only works for ground.

  • You can make it in C2, just instead of using a fixed angle joint set the box property "prevent rotation" to yes.

    You can then apply a torque to the wheel or a force to box, or even both.

    example

  • I think what he means is an easy way for the player reassign a key during runtime, so you don't need to make an event for every key of the keyboard when the user wants to change it.

    Maybe something like:

    On any key pressed

    set variable.leftKey to (last key pressed)

    On key (variable.leftKey) pressed

    move player to the left

  • What you are describing seems like functions.

    There is already a function plugin for C2, I used it a lot in my entry for the competition. It's not an official C2 plugin yet, but it works quite well. I suggest you give it a try and see if it's what you're looking for.

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Animmaniac

Member since 18 Mar, 2010

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