AnD4D's Recent Forum Activity

  • RamPackWobble

    It's nearly there, but for some reason the main 90 degree angles (up, down, left and right) have a dead zone to them of around 15 degrees. I also can't figure out how to sort it out so the number doesn't change when you don't move the stick.

    I guess this behaviour still needs some tweaking?

  • RamPackWobble

    Thanks, I noted that when I have is as set to it worked fine, but it's not the effect I want. I'd like the sprite to be able to rotate toward the direction of the stick, rather than just pop in the certain direction. Maybe I could try lerping if that's not working for me.

  • jayderyu

    I can't get this working with the rotate to command. Do you mind having a look at the example I put above (I stupidly highlighted as "Wha?")

  • Hmm, not having much luck with that. Also, is it right that I have to push a button on the controller before the rotating even begins?

    Surely there's an easier way to do this.

    Rotate sprite angle to gamepad right analogue stick angle.

    Wha?

  • Hi guys,

    I'm using the gamepad. Any idea how to set it up so that a sprite will rotate so that it is pointing in the direction of the right stick, and moving based on the left stick.

    Tried searching and the manuals, but it's a little tricky.

    Any help would be appreciated.

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  • Play around with the physics behaviour. Should work quite well.

  • Val,

    I'm afraid I counter your request. I do not believe English is Whiteclaws' first language... not sure if that's right. Maybe he honestly doesn't know how blunt and patronising he sounds. He sounds harsh, but means well. I've seen Whiteclaws help many people over the last year, and can imagine many people not getting help over the next year if he's banned.

  • Wow, Whiteclaws, no wonder people here don't consider you a people person. He just asked for an idea on how to do something.

    Terraria, what you are asking for is pretty complex. It's a good idea to start off a little smaller. The rotating is pretty tough, as it requires distorting of sprites, etc. Moving through levels is easier, but still not the easiest thing.

  • tanoshimi

    My point was effectively saying that it turned into work overload. Sure it's possible to use it with the path finding behaviour, but take the following for example.

    I have one character that has an idle animation, a walking animation, a running animation, a sword fighting animation, a bow shooting animation, a sitting animation, a feeding animation, a sleeping animation, and a dying animation. So that's 9 different animations, with the possibility of adding more in the future. Now, this character has this same animation rendered out in 3D and then had a sprite generated for 32 different angles. This means that I will need to have a grand total of 288 separate animation files within that character, with each one requiring an event to deal with each action on each degree of rotation.

    Again, while this is all possible, it is very impractical, and means that it's unlikely that people will use the path finder for these kinds of games just yet.

    It's a great behaviour, and I'm sure some people will be able to do great things with it, but for the time being I feel that sadly at this moment in time it's limited in what can be achieved. Not putting the path finder itself down at all, I honestly think it's great. I could make my game top down and only have to work with 9 animation files, and have the system automatically rotate using this tool, but I feel it would look pretty awful compared to isometric.

    Ashley - Sorry to pull you into this. Do you know whether we can edit the core plugins to allow or disallow directions as and when we choose? 4 directions, 8 directions, etc, as suggested by tanoshimi's above post?

  • tanoshimi

    As long as I don't intend on my character ever changing direction animation, it's fine. Otherwise, it'll take a lot of events. Also, I'd prefer to limit the movement so that the path finding only works in either 4 or 8 directions. You know, the ability to disable diagonals if I want. Imagine Pokemon games, but suddenly being able to walk at a 32 degree angle. The animation would just look odd.

  • Hmm, could you not have a sprite covering the area you do not want them to appear in? Then have them only spawn if not over area?

  • I don't read the sentence in that way at all! The whole point of prototyping is that you can quickly decide whether your game is viable, or more importantly FUN! Construct 2 allows you to discover this in a matter of minutes. If I have an idea, I will prototype the game in C2. I just use boxes or arrows for characters. You then start fleshing out the idea, replace the prototype sprites with detailed images, and add in the other code.

    Construct 2 is already a complete package. It just gets better and better as time goes on.

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AnD4D

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