clodius666's Recent Forum Activity

  • This is pretty sweet, it reminds me alot of QWOP as well. Looks like you used mesh distortion to make the ground?

    nope, just good ol' sprites. <img src="smileys/smiley1.gif" border="0" align="middle" /> and not even that many different sprites.i did this minigame in only just a few evenings, after work. strange how effective you can be when you're not thinking too much. just put things together lol.

    ive been thinking about making levels with mesh distortion,but it seems to take a bit more effort, atleast for me. not sure if im doing it right though. sprites are easy cuz you can just drag n drop them around and resize etc.

    im going to update the download link a little later(day or two) and make a time counter,so people can try and make a record.

    i guess i could do more levels too, if anyone's interested, i already got some rather sadistic ideas.

    maybe i've been playing trials hd a little too much.. <img src="smileys/smiley36.gif" border="0" align="middle" />

  • okay so.. i started fooling around with my ragdoll, built some stuff around it, experimented stuff, and i got... this:

    havent got a name for it yet, so let's call it "marvin the possessed marionette zombie" for now <img src="smileys/smiley32.gif" border="0" align="middle">

    this minigame is completely physics based. no canned animations, just a ragdoll scaling the environment with the help of the player. marvin looks a lot like a marionette when he moves,so i thought the name was fitting <img src="smileys/smiley1.gif" border="0" align="middle">

    this game is really short, but i'll probably start doing more challenging levels when i get tired of my main project. also, the zombie model is a placeholder and i blatantly ripped it off from the internet,sorry about that.will make a new one sometime..

    when you get used to the strange controls, marvin can become quite agile i've noticed. speaking of controls:

    R = restart level

    UP ARROW (hold)= move forward

    RIGHT ARROW = sway right hand (nudges marvin forward)

    LEFT ARROW = sway left hand (nudges marvin backward)

    DOWN ARROW = jump up

    SPACE (hold) = grabs obstacles/ground with his right hand

    theres alot of techniques you can use to move, try to experiment and combine the actions.

    thats all for now, feedback much appreciated, hope you like it, for what it's worth..

    http://dl.dropbox.com/u/11157144/KALMO.rar

    EDIT- i updated the game. some minor changes and a new (really short)level.

    also included is a timer, for anyone wanting to set a record. cant remember my own personal best though <img src="smileys/smiley36.gif" border="0" align="middle">

    also, i named the game: KALMO

    it simply means a corpse, or a cadaver, in my native language.

    enjoy, and feel free to post some good time's <img src="smileys/smiley32.gif" border="0" align="middle">

    BTW: anyone wanna help me on something:

    id like to make a sort of persistent(?) save file for this game. meaning, when the player completes the game under a certain time, a bonus option is unlocked in the main menu. id like it so that the player doesnt have to play through the game every time the game is started. is there any simple solution to this?..

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  • thought i'd finally contribute atleast in some way. you guys have been so generous with your .caps ,support and examples that i started to feel bad for not contributing anything.

    anyway, it's just a simple ragdoll example, nothing fancy. found this lying around and remade it and added some stuff. was too lazy to explain anything, but im sure you'll figure out everything with a little time and effort. works as a nice stress toy also.

    just take a picture of your boss and attach his limbs on top of the ragdoll and set always:

    set angle to "corresponding angle".sprite. works like a charm. <img src="smileys/smiley36.gif" border="0" align="middle">

    http://dl.dropbox.com/u/11157144/ragdoll2.0.cap

  • yeah so my obsession for the physics behavior seems neverending.. i was testing some stuff and trying to achieve something similar to trials hd,but alot simpler. mainly trying to figure out how to make 2 wheels and a body,but i dont know how to achieve it. my tests are all messy. i tried hinges and springs,but there was always some problems when trying to add torque to make the wheels spin.i found some old threads,where ppl discussed about something similar,but all the .caps were unavailable. so, anyone know how to create something close to  that brilliant game called trials,or is it even possible? if you dont know what it is, this might help:

  • hey folks. once again i feel stupid and a complete noob,but:

    im making a short minigame for my girlfriend as a gift for our upcoming anniversary. everything is going smooth,but i have issues with magicam object. when cloning the layout,and changing that layout,the cam suddenly stops following and i cant figure out why. ive tried everything but cant make it to work. i could always use the basic center view on me,but i need the magicam cuz i dont know how to handle some camera movement actions without it.anybody wanna help me out,so i can finish the game in time for our anniversary?... id be really really grateful.

    .cap here:

    http://dl.dropbox.com/u/11157144/cameraissue.cap

  • this is probably a useless hint,but with some work u could get a decent car movement with physics behavior. i once tried to do it,and almost managed,but i couldnt figure out how to make proper steering..(i could only steer/turn when accelerating,didnt find any way to make it right. mind you though,im just a beginner,im sure someone with more experience could pull it off)

  • hi guys.

    im a little confused,regarding physics.. i upgraded to classic r1.2 and now my physics(gravity/force) behaves differently. and also,i have a system,where im supposed to make my ragdoll get up by using add force action when he falls down or tumbles etc. the first time when starting the layout my ragdoll gets up just fine,but after that it doesnt. its like the force needed to get up isnt enough anymore. i cant add more force either because then the first time is too much. im probably not making any sense but i just wanted to ask: are the physics supposed to be ok in classic r1.2 or is there some problems i dont know of?

  • brilliant! thats exactly what i had in mind this morning, it works just as i want now.

    thanks, much appreciated.

    im a little embarrased i couldnt figure out something so simple earlier :/

    i wonder why it doesnt detect the exact angle though, not that it matters now.

  • hi guys.

    once again,ive run into a problem i cant seem to solve by myself.

    trying to keep it short:

    my character gets pushed down the stairs and the player needs to hold down a button to get back up. im using a separate ragdoll character,when the player gets pushed down. im trying to make it so that when the ragdoll character gets all the way back up,its destroyed and the original,playable character takes its place at a correct position. ive run into a problem,where im supposed to trigger an event when the ragdoll character's feet angle equals 0,but it doesnt work. somehow it doesnt detect the angle at all and nothing happens. is there any reason for it?

    could someone help or give some hints?

    here's the .cap to make myself more clear:

    http://dl.dropbox.com/u/11157144/ragdoll.cap

    in short,when the ragdoll is standing up by pressing space,it should be destroyed and the original,movable character should should be spawned to take it's place.

  • just what i needed! i knew it was something to do with the text object,but couldnt figure out the right way. thanks for helping, really appreciated.

    now if only i could work out those physics hinges stealing all my fps and im set lol.

    EDIT:

    well now that i think of it, can anyone give any insight for those hinges? why is it that when you have say, 5 physics objects hinged together,the fps slowly but steadily degrades to a crawl,but when the hinges break, fps goes through the roof? in toher words the fps becomes normal,as it should be. ive been trying to figure this out by myself for a while now,but dont really know whats causing it.

    or is it just the way it is? meaning, hinges are bad mkay?

  • hi everybody!

    (hi doctor nick!)

    so anyway

    im making a small minigame of ski jump with a physics object, and i cant seem to figure out how to measure the lenght of the jump..id like it so i have a visible number showing how long the jump is, i just cant seem to figure it out

    how would i measure length from the tip of the jump to the moment my character hits to the ground?

    and also, how to make a visible measurement?

    i would post a cap,but its kinda private,cuz im making it for my friend, so im not too comfortable showing it.

    but i hope someone wiser than me could help a little,

    thanks in advance

  • morning.

    im not on a computer where its possible to use construct at the moment,but ill try to scratch my head.

    ok so, if im correct, youre supposed to use event like so:

    "every X ticks", or "every X milliseconds". just type in the value for how often you want the object to be created.

    for example:

    -every 10 ticks

    -->create "falling object" (insert your desired layer and the width of the layout and add "random").

    not sure if thats correct,my memory could be failing.

    but if you only use the event "start of layout", it only creates ONE single falling object when the layout starts.

    so in short, every x ticks and every x milliseconds makes the object spawn with a specific rate.

    hope im not too confusing,just woke up lol.

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clodius666

Member since 25 Aug, 2010

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