matriax's Recent Forum Activity

  • Playing with the debug i saw the "value" of the sine is the magnitude that works like:

    Magnitude=34

    Left: -34 / Center=0 / Right=34

    But really never go to 34, always the max is some 33.999,etc...

    So i put that when is less than -33 set animation to the right, and when is more than 33 set to the left, and works perfect.

    To work in all platforms/evelators at any maginutde i created some expresions to get the magnitude value less one and now works perfect .

    BTW, a sine expresion that call top-left / Top-Right or similar will be useful XD

  • I have a platform movement and i want check if is moving left or right to change their animation but i can't figure how to do that.

    I tried retriving the current period/magnitude/value that changes but still not works correctly.

    For example if value goes from -50 to 50 i make:

    Greater than>0 animation right

    Lower than <0 Animation left

    But not works correctly because when moves to left when get the top will move to right staying in a <0 , so i have no idea how to check that ¿?

    EDIT: I did it using detectors, but is there anyway to save that detectors each time i use an elevator and do it automatically?

  • A gif of

    Chaos64 game i'm developing for the #lowrezjam

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  • This RPG assets started as fun to test some kind of "low poly" mix with "flat icons" trying to do all them with diagonals, rectangles and keep the most easy as possible and seems i get something with good quality for that i'm selling them for a small price! <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink"> .

    I posted various examples on twitter and his process, also here you can see a stream video of me doing the sword and some food.

    Also i finally updated including another style i did time ago that increase the assets in more than double and still keeps the same price.

    LINK:

    https://kronbits.itch.io/rpg-assets

    If you want to be updated when more assets are included you can follow me on twitter: https://twitter.com/DavitMasia

    Hope you like it!

  • And without that, there is no way to use the Car Behaviour + Physics without lose the drift recovery? Or Car behaviour + something to give some kind of collisions that works?

  • Maybe try this behavior:

    The normal car behavior doesn't play well with physics

    R0J0hound , Not works, error with the plugin to read "joints" :S

    The behaviour is from 2012 , i guess now some things changed and not works well :S

    Somebody know how to solve it? CodeMasterMike ?

    EDIT: Well Seems i can set for my project, but i can't open the examples and get this error ¿? mmm

    Well, i go to test the plugin to see if i can get this works.

    EDIT 2:

    Nothing! In the moment i set the wheels(I guess the joints) when i try to run i get the error i posted above.

    EDIT3: Here is where seems to crash:

    var leftJointDef = new Box2D.Dynamics.Joints.b2RevoluteJointDef();[/code:2k1j4syc]
  • Updated the example adding another car to test car+physics collisions.

    I'm trying to set some physics parameters as the car ones to avoid the physics remove the "dirft recovery" behaviour but without success .

    Any idea?

  • The car moves and drift well but when i add the "physics" behaviour the car stops drifting and move/rotate perfectly.

    So, how can i get Car+Physics behaviour without lose the "drift recovery" from the Car behaviour?

    Here is the capx:

    https://dl.dropboxusercontent.com/u/659 ... test1.capx

    Enable/Disable the Physics behaviour to see the problem.

    Edit: I need the physics for other car/objects collisions

  • Al graphics are loaded before the game start, are the sounds/music that are loaded that i guess will be the problem.

  • The game has been uploaded to the scirra arcade: https://www.scirra.com/arcade/shooting- ... roidx-4511

    Enjoy!

  • Well, I achieved the Drift problem using:

    Speed is > 150

    Player.Car.MovinAngle Different from Player.Angle --> Make drift signal

    -

    But still i can't achieve how rotate the car when speed is 0 without affect to the drift behaviour. Anyone?

    Edit2: Well, finally solved the things myself.

  • 1- *Control P1 + Car Movement

    Is correct? Is how to have to be done or can be done more simply?

    2- *Steer Always, even with 0 speed

    I want to give the possibility to rotate the car even with 0 speed. I tried it using On press X->Set angle of car.angle+1. But after that for some reason i lose the "drift recover" behaviour. I tried other things like rotate clockwise, towards angle... but nothing works, all the same result.

    3- *Car Effects

    Drift signals only while the car is recovering from drift. I have set the "drift recover" to 80, but always is 80, how can i check that when is 0 or 80 deactivate the creation of the drift effect? How can i check when the car is really drifting?

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matriax

Member since 22 Jun, 2015

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