clodius666's Recent Forum Activity

  • this is great, thanks! a lot better than what i have been able to accomplish with the physics behaviour myself. hope you can further develop this, id be very interested to see how this evolves.

    only two things that caught my eye:

    -when moving in reverse, isnt the turning direction the opposite?

    -when you move really slow,you cant turn and when you go really fast your car loses traction so that the velocity doesnt "follow" the linear direction of the front tires(like driving on ice,although i didnt try to tinker with the values,so it could be because of that). ive struggled myself with the same things and it really got me frustrated, more so that i gave up <img src="smileys/smiley36.gif" border="0" align="middle" />

    but anyway, this was brilliant! nice to see people are still making these for the CClassic!

  • no prob.

    i guess it would be a good idea to always use private variables and "states" to avoid these kinds of contradictions,i know things get complicated when you have a lot of different actions and moves and rules and priorities and such..

    but anyway, glad you got it sorted out. <img src="smileys/smiley32.gif" border="0" align="middle" />

  • hi!

    im not sure if it works properly, but you could try and add a condition "key (down) is not down" to your jumping condition, to prevent jumping.

    so,

    -key (down) is down-      then right click it and select the invert condition.

    i guess thats the simplest way to do it.

  • once again, thats exactly what i was looking for, thanks <img src="smileys/smiley4.gif" border="0" align="middle" />

    although, it turned out that apparently i have downloaded that plugin ages ago, i just didnt know (or forgot)how to find the expressions lol

    i guess i was too caught up with the mouse cursor position and stuff.

    im still kinda lost with how to operate with this.. im sure that its just a simple math problem again, but im a little confused how to convert the mouse.X to the player rotation. would i have to make a variable like for example ?mouselastX? to detect and compare that the mouse is moving on X axis?

    also, how would it translate to actual action?

    and i still get blocked by the cursor so the mouse X movement isnt infinite.

    aaaand, that miniplugin isnt really an object, right? just a few expressions?

    im sure im making things more complicated than they should be, but im still pretty much stuck with this hurdle, the rest of the prototype tests ive managed to get working, but the aiming/rotation is still the most difficult task lol.

    funny since i could make the xbox controller work without problems, i think, but i want to prefer the mouse in this case <img src="smileys/smiley16.gif" border="0" align="middle" />

  • nice to see you again, tulamide! <img src="smileys/smiley41.gif" border="0" align="middle" />

    about the .cap..

    actually thats pretty much where i hit the wall myself. well my code was a little more primitive, but it did the same thing pretty much. problem is, that you cannot continuously move the mouse to either side, since the mouse cursor is blocked by the program or the screen borders, thus preventing you from rotating freely to either direction. i guess i wanted to see if theres a way to get the raw moving data from the mouse and completely ignore the mouse cursor since the aiming reticle would be fixed in place and there would be no need for the cursor.

    as it is, i lack the knowledge and skill to go on from that .cap, unfortunately. i have some alternatives in mind though but again, i lack the knowledge. you know like resetting the cursor to the middle of the screen when it hits the screen border or something like that. this got more complicated that i thought it would <img src="smileys/smiley36.gif" border="0" align="middle" />

  • hi and thanks for replying!

    well my issue is rather simple and straightforward:

    the player sprite is always locked,facing up, so when you rotate the player sprite(by moving mouse either left or right), the whole view rotates, and movement would be the traditional WASD movement,W and S being forward and backwards, A and D for strafing.

    so,assign mouse movement to the "camera" rotation. meaning: when you move mouse right, screen/aim rotates right. and same for left obviously. basically just the same as in any 3d shooters (or anything with mouse controlled camera),just with a top down perspective. i just cant seem to figure out how to do this.

    just to be a little clearer, compared to the ghost shooter demo (and also most top down shooters: in ghost shooter the view is fixed and only the player sprite rotates, i would want the view to rotate as well so that the player sprite is always facing up.

  • sorry about the bump, folks. i just wanted to see if anyone has any good ideas or solutions for this?

    havent been able to solve it by myself yet and after a long break from construct i decided to give this one another shot, because it would really kickstart this little project and ive always kinda wanted to make a fast paced arcade top down shooter with more or less precise mouse aiming(rotation).

    any help is appreciated!

  • hi all.

    ive been trying to make some sideproject,small top down shooter. not like the ghost shooter example, but one where the player is located at the bottom of the screen, always facing up, with a crosshair on top of the screen. my issue is with rotation. i know how to do rotation with key commands, but how about mouse rotation, when you have a fixed crosshair?

    i almost got it working with magicam, but theres an annoying constant rotation even when not moving the mouse.it always rotates to either left or right,so i guess im missing some kind of a treshold here. is there any good examples on how to make mouse rotation, or could someone have some great ideas?

    EDIT: just to clarify, id like the rotation to be like in traditional 3d shooters, think doom played with a mouse. is this possible?

  • just a few screenies from my "test room". meaning that i just test stuff in a small section before i actually start to make a level. got lots of these rooms lol. maybe i'll include them as secrets or easter eggs, dunno.

    he's not the protagonist by the way. just hanging around.

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  • hi!

    sorry im not a great or wise user and frankly, i have never even used any kind of dialog in my games so far. but i checked your .cap and i thought i could atleast give a small hint:

    use event groups. not sure if theres any glaring bugs involved with them, but i havent run into any myself. they help you keep the event list tidy and well organized. also helps with pinpointing problems if / WHEN you encounter one. also, commenting your events is pretty useful too, incase you forget how to do stuff and just helps you keep track of what does what. you can access those when you click right mouse button while you're on event sheet editor.

    sorry if this was pretty vague, but since im not an expert, i see no big issues with that .cap.it would probs be a ood idea to first make a "messy" game, no matter how broken and buggy. then just start from scratch,when you have some kind of an idea what lies ahead, you could probably make a more clean and more organized game after that. atleast thats how its been for me. every new .cap is cleaner and better performing than the last.

    i could say just download lots of examples and .caps lying around here, there's alot of neat tricks and tips in them. also, this section of the forums is a goldmine, when you eventually run into problems, so use the search function like there's no tomorrow!

    that's my two/three cents. just hang in there and try out stuff.

  • these days i dont have much time to visit here, since im so busy with my ministudio, work and friends, but i still use CC regularly and i intend to finish my most important games, and i also visit the forums nearly daily to see whats up (though briefly,mostly).

    that said, i felt the need to join this thread and pay my respects for tulamide (and for all the helpful, kind individuals around here).

    thank you for helping me on many occasions, directly and indirectly, tulamide! you have left a goldmine of hints, tips, tutorials and .caps

    and im sure people who still want to use CC will find them extremely useful in the future.i know i will.

    i wish you all the best!

    <img src="smileys/smiley41.gif" border="0" align="middle" />

  • needless to say that im quite embarrassed <img src="smileys/smiley9.gif" border="0" align="middle" />

    that lastangle thing was just one big brainfart lol. caused alot of harm though.

    even more embarrassing was that i spent last evening trying to get the circling animations to work, cause they didnt. i stared at my events list, trying to figure out whats wrong. asked myself what is wrong with those frames not playing properly.

    FRAMES.

    then it hit me. it was the event that determined how fast FRAMES were playing compared to speed,causing conflict when there wasnt enough frames in the circling animations, or atleast something like that. <img src="smileys/smiley36.gif" border="0" align="middle" />

    so simple, yet completely invisible to me.

    so yeah, you were right, sometimes its better to ask yourself what is wrong. although i would probably be still scratching my head if you didnt help me so, big thanks and gratitude.

    i made a note list a long time ago to give myself hints from past errors and there was "name your problem and search that name(or something related) from the event list to troubleshoot."

    that hint would have been a great help in this case, had i checked that note list lol.

    well i guess i move on to next problems to try and see if i can make something out of them. and yeah, i bookmarked that page you sent, could be really useful.

    anyway, appreciated!

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clodius666

Member since 25 Aug, 2010

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