untune's Recent Forum Activity

  • The look and feel of this one is really great, reminds me of an idea I had a few years ago that never came to fruition!

    Is the sound of the ball altered by adjusting the frequency?

  • Worked up until around level 3 or 4, don't remember... then it froze and I got a Visual Studio debugger

    Unhandled Win32 exception occurred in DarkAsteroids.exe [4356]

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  • That's correct yeah, the torso never jumps directly to face the mouse pointer but smoothly rotates and then decelerates as it approaches the target angle

  • Hi all. I've been working on a little test to get a multi layered character to move around. The torso faces the mouse and the legs are supposed to move logically in relation to it. Problem I've hit all of a sudden (this is very messy and unfinished, be warned) is that the 'mouselook' that orientates the torso seems to just stop if the pointer is static. It works for a few seconds while you move around then after that, it only reorientates if you move the mouse. Something I've missed?

    Any help would be appreciated. Also any suggestions on where to improve or make this more efficient would be massively appreciated.

    Try leaving the mouse alone in one spot then using WASD to walk round it and eventually it stops rotating.

    http://www.mediafire.com/?67qonmzz3p0ascc

    Cheers

  • This looks fantastic... is it some kind of mesh? What's the computational overhead like when you drop it into a game?

    Really nice work, looking forward to seeing it develop

  • I really enjoyed this game, it feels really solid and well put together, and I really liked the top hat

    I agree on the power up bar feeling a bit distracting, I kept seeing it as part of the scenery at some points, perhaps make it fade when it isn't in use?

    Don't suppose we'll be seeing a platform engine cap based on this will we? Haha

  • I managed to get the 'legs' functioning nicely, it sortof works like an enhanced version of smooth 8 way movement now.

    The next challenge is going to be interesting... what I want is to have the torso always look at the mouse pointer. That part is simple, I've already put it in. The more complicated bit is to orientate the legs after a certain rotation.

    If you think about your body, you can turn your upper body about 90 degrees before you have to move your feet and change orientation completely. This is what I'm trying to emulate - the upper body will hit a certain angle then the legs will move to compensate.

    The way I have my legs set up is using a single sprite with one angle (default 0, right). I borrowed Intrepids's cap on rotation to test this out and have edited it to a point where it uses a new system. A second object is used to set the outright orientation while the legs smoothly work round a circle to match the angle. WASD keys are assigned a number - meaning that they can be added/subtracted to give unique numbers for each direction. This allows diagonal movement aswell. So when you press W for example, the second object looks directly at the vector 0, -1 (vertically up) and the legs will then smoothly rotate to face upwards from whichever direction they were previously facing. This is done by having events for each number (which is stored in a private variable in the leg sprite) which tell it what action should happen.

    It's still in a simple stage but here's a cap so it might be easier to understand. I think I'm still running .91 and not the latest unstable, so it should be ok for most.

    http://www.mediafire.com/?dv67suhj1bp145p

    If anyone can suggest ways to make this more efficient (it looks rather messy to me) or any theories on implementation I'd love to hear them

  • Oh yeah, I just thought it was good practice to use it in any custom (or rather non-behaviour based) movement in Construct?

  • Sorry to resurrect this one, but I thought it was worth mentioning Reaper

    http://www.reaper.fm/

    An absolutely fantasic DAW and probably the best I've used, it's not strictly free but it uses a nag screen if I'm not mistaken - a university lecturer told me it doesn't strictly imply any limitations. Still, it has a great audio engine, can use VST's, has full MIDI support and tons of great features

  • This is a really useful piece of code!

    Might I also suggest that you change the '30' in your events to a private variable (I just called it Rotate Speed while playing around with the cap) and then you can quickly fine tune the speed at which your sprite rotates - with 1 being immediate rotation and larger values delaying it.

    Oh and wouldn't something need to be scaled by delta time here?

  • All I really need is a variation of the 8 directional movement behaviour, except I also need it to rotate 180 degrees rather than just flip... so much maths

  • Cheers newt, that's the kindof thing I was thinking, only problems with this method are that it doesnt work for diagonals (so if you hold W and D you don't always face northeast) and it appears to sometimes rotate 270 one way when it could go 90 the other! Haha

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untune

Member since 17 Jun, 2010

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