keepee's Recent Forum Activity

  • Zephlon

    odd...it opens fine here. Can anyone else confirm this?

    anyway.. this is all I did:

    https://dl.dropbox.com/u/53374990/phystrig/index.html

  • I played with nimtrix's and made the button a physics object too

    https://dl.dropbox.com/u/53374990/phystrig.capx

  • I got to the part where I need to make it scale and suddenly realised I have no idea what I'm doing.jpg

    It now scrolls half way between the cats furthest apart though.

    it's a start I guess

    https://dl.dropbox.com/u/53374990/Cats.capx

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  • Are you doing this using the physics behaviour?

  • There really should be a remove game option. :\</p>

  • I have something pretty similar

    I'm using moving = -1,0,1 for moving left, standing still, and moving right.

  • I found myself able to condense multiple events..

    Say there's two events for one object:

    the first runs when A is 0 and the action makes something = B

    the second runs when A is 1 and the action makes something = B + C

    you can just have one event which runs instead of both where the action is B+(C*A)

    It sounds like a one off occasion but i've ended up using something similar to this atleast three or four times. I've no idea if it's faster or slower during runtime, but it makes the events look a bit simpler.

    And occasionally I find myself unexpectedly wanting a third option after intending something to be boolean.

    A good example was if you have Player and NPC's both use the same 'body' object as a base, you will need a variable "player" to determine which one the user controls.

    So I had Player=0 for npc's and Player=1 for the user.. As I was doing the controls I realised I could just have Player=2 and Player=3 also for some crude multiplayer :p

    Also yeah, the toggle option is useful..

  • I got into the habit of using 1/0 for true/false. It had unexpected advantages so now I use 1/0 for instance variables also.

  • Turning 'pixel rounding' on in the projects properties seems to fix it.

  • That's some awesome stuff right here..

    The camera is great but have you thought about having it so that whatever parameters you are currently using to set the ScrollX/Y, you could instead use those parameters to set target variables "TargetX/Y" and have other events to make the ScrollX/Y itself move smoothly towards the targetx/y.

    just a thought to make the movement smoother.

    also a few questions :p

    Where do I find pixel webfonts!? or did you host your own?

    Are you using platform behaviour or are you using your own collision detection?

    When the character rotates to stand correctly on slopes, is that done with a variable attached to the slope or is there some sort of detector that works automatically for any surface? <(I tried doing this in The games factory years ago but utterly failed)

  • "Sprite.AnimationFrame+1 %Sprite.animationFrameCount" To make it loop back round to 0

  • A cap would be really useful for understanding your problem

    I'm not sure .. but it seems like it may be caused when values are going above 360 or below 0

    I'd recommend adding some sort of debug text object in the layout, and get that to display all the values that are involved.

    if any are above 360, then include a '%360' to the value.. this will cause it to loop back around to 0 if it's above 360. eg: 370%360 would equal 10

    If it's below 0, then add 360 to it.

    However I did this before they added the "is between angles" and "is within angle" conditions, and also the "anglediff", "anglelerp" expressions.. I have a feeling these would have solved my problems easier.

    But yeah, post a cap. :p

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keepee

Member since 6 Jan, 2012

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