clodius666's Recent Forum Activity

  • hi and welcome.

    have you tried experimenting with the physics behavior?. i guess it could be the most straightforward solution for this, anyone else wanna correct me?

    anyway,i made a quick example .cap:

    http://dl.dropbox.com/u/11157144/falling-object-edit.cap

    is this what you were aiming at?

    edit: made some changes to the .cap

  • hi.

    im not much of an expert myself,but have you tried using debug mode to pinpoint the problem?

    recently i struggled with framerate steadily dropping down. turned out that there was an event constantly spawning a new object,while being invisible,that dropped my framerates pretty fast.

    although,i guess it could be anything really,ill let people with more experience than me try to solve this,since im still kinda noob myself lol.

    also, posting a .cap here would help to solve this issue.

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  • hi and thanks for replying.

    i made a new experiment, and got a little further(still not completely satisfied though).

    heres the .cap:

    http://dl.dropbox.com/u/11157144/enemy-behav.cap

    so now the enemy stays on his platform and chases the player,but theres some annoying issues:

    first, theres some really ugly random jerking,when the enemy changes direction

    second, when you encounter the first enemy near the second, the second one rushes from his platform towards the player,id like to avoid that.i know the problem is because the player is already overlapping the enemyblock sprite,when the second enemy sees him, i just dont know how to fix that.

    the third enemy is just weird,because the player is approaching from below,and i dont really know how to best handle that situation smoothly.

    anyone up for a challenge n give some hints?

  • hey guys! once again im having some trouble.

    this is all basics and ive gone through platform school to try and troubleshoot my issues,but im still at a dead end.

    im trying to make a really simple enemy behavior.

    meanin,that the enemy would patrol back and forth on his platform,NEVER leaving that particular platform.

    im having issues trying to make the enemy detect the player and chase him when the player is on the same platform,but to stop chasing and continue patrolling, if the player goes out of this particular platform. also,im trying to make it so that the enemy tries to hit the player every,say, 3 seconds.

    so,if anyone could make some sense to this mess of a code,id be thankful:

    http://dl.dropbox.com/u/11157144/enemy-behav-test.cap

  • ah, i see. i must admit that math is not my strongest area

    and never has been,but eh, construct is reason enough to start learning again. its been so long since i had to use any kind of math at all lol.

    before i tried to just make a basic command add force to sprite.angle,but it didnt work out that well lol. but thanks for that code,im gonna try it a little later,when i have time.

  • thanks for replying! unfortunately thts not what i was going for. basically i just want to add force where ever the sprite is pointing at.lets say the sprite is set to that 270 angle,and the sprite rotates no matter what degrees,now when the up arrow is pressed, the force is added to the sprite's angle,instead of that 270,so the sprite moves to where its angle is pointing at.

    so,in short: im trying to make an object,that you can rotate with pressing left and right AND you can move the object forward to where its heading when you press up arrow,using that add force event in physics behavior.

    i would use 8 direction or custom movement,but they dont work well with the physics behavior.

  • hi ppl!

    just a quick question for someone smarter than me:

    is it possible to add force to player angle,when using physics behavior?

    to make myself clear,when i press up, for example,i want the physics object to move to where its angle is set.

    tried some things but i couldnt get it to work,search didnt help either,so anyone willing to help will be praised for years to come

  • so i was just making some simple test with a sort of top down style game. everythings going fine...

    except for one thing. havent done movement yet,but already know how to make it right, but im having a hard time with the magicam plugin. im trying to make it so that the players character stays in place and you turn the view angle with a mouse.

    ive got this to work just as i wanted, BUT theres just a tiny little problem:

    id like the player character to stay locked at the bottom of the screen,facing up,so you cant see behind you,and have as much visibility as possible to where youre looking at.

    i know how to do this (offset?) thing with the advanced cam plugin, but i have no idea how to do it with magicam. i got some weird results, but not the way i was hoping for, that is a fixed view and player character staying locked at the bottom of the screen,facing up.

    anyone wanna help with this thing?

    .cap included:

    http://dl.dropbox.com/u/11157144/topdown.test.cap

    ALSO, just noticed a weird thing. i put a tiled background in that .cap,and when testing,it goes all crazy,partially disappearing when moving around, is there any explanation to this behavior?

  • sure here's the .cap for anyone interested:

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

    also if any of you still have some suggestions or ideas for a cleaner,more efficient code or something,,im all ears

    it isnt very polished and the physics still go crazy sometimes. dunno know if its me or the physics behavior.also, one problem i still have :

    i dont know how to make the ragdoll face the same direction when the player dies.

    but eh, i guess thats the best i can do for now.

  • well ive managed to almost get it working now. not flawlessly,but i made some simple tests and it seems like the best way to go so far,would be using image points and creating parts and hinges when needed.though it will be alot of work, since my game is gonna end up with alot of animations. container doesnt seem to work,because when i try to create all the contained objects,the hinges wont work. dunno why.

    ah well,back to do some testing.

    oh and nevermind that 40 megs,newt. this is just an experiment and my way of learning new stuff, wont be using that stickman for any actual game i make.

  • actually, was just thinking about container option. sadly, like many things in construct, i haven't looked into it much. but i think i'll start studying on how it works. off to check some tuts.

    thanks for the suggestion!

  • just tried to do something along those lines. havent been on my computer lately,been too busy. but anyway, tried to do it with image points,but it gets really complicated trying to hold everything together. so far i havent succeeded in making something that works.then theres the fact that i would have to make those image points to all my animations(and frames),or am i wrong?

    i wished there was a way to group objects together and make them a single object, but i guess im asking too much?

    nevertheless, this is an intriguing challenge, at least for me.

    but i appreciate the suggestion,gonna try and experiment it a little more.

    anyone up for a challenge,feel free to contribute

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clodius666

Member since 25 Aug, 2010

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