Poxnixles's Recent Forum Activity

  • Like for example, if I only want a solid to interact with the player and not other objects.

  • Like say, trying to make a side-scrolling beat em up with vertical and horizontal ground movement. Jumping may be a thing here, and I've tried to figure out how to make it work in that space. I'd figure you'd have the shadow as the player's ground position, but I'm not sure how to get that to work with jumps in this playstyle.

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    Bump, something like this is what I want to go for, as far as total basics.

  • Tried searching and had a hard time finding about what I was looking for.

  • You should check out some of Quazi's tutorials on inverse kinematics... IK chains.

    This makes a really nice ragdoll and uses the many pieces of sprites to combine into one object.

    *EDIT*

    I just realised all of the tutorial images and links are broken thanks to Dropbox changes to public folder... however it's all described in the text and the images and examples are not required. If you get stuck with it let me know, I have made some IK chains in another project and can possibly help or elaborate on something if you need help.

    ~Sol

    Still pretty hard for me to follow the stuff in the link. Thank you for the offer, just let me know!

  • Initially my thread was about:

    [quote:37c1c8sk]For one character I have sprites, their body segments pieced separately. I somewhat want to test the waters with this with a ragdoll function, but trying this results in an error where it still seems to collide with itself, even though they're set to the same family with an event for it.

    Now that I'm trying other methods of puppetry, it seems like the pieces aren't properly connected?

    http://www.mediafire.com/file/4ut6739gx ... tdoll.capx Here's an updated link with the .capx.

  • You can set up a series of spawn points above that are used randomly, every x seconds pick random spawn point instance or you can create objects at a random range of X across Y every X seconds. Lots of ways to do it. The objects will need some other logic set up to move down, or you can apply physics behaviour.

    So the logic will look something like this:

    Every X seconds

    Pick random SpawnPoint -- Spawn Obstacle at SpawnPoint

    OR

    Every X seconds -- Create object Obstacle at X=random(0,1000), Y=0 (co-ords are flexible)

    Thanks much!

  • I'm working on a project with feigned horizontal movement, where the player has to stay airborne while avoiding/dealing with obstacles. I'm wanting things to come in from above the screen somewhat randomly, how would I go about this?

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  • Seems to have the info.xml is missing from root issue.

  • I swear it was reported in here before, but attempting to change the soft max speed via events seems to cause an error.

  • I didn't check if the connection was maintained or if everyone has to reconnect via signaling. If they do stay connected, they will probably retain the same peerids from the original layout. The host can probably keep track of all the peers/peerids in an array and sync/create/assign the objects on the new layout accordingly.

    I just haven't put the multiplayer objects and such in the gameplay layout yet. Might that be what clinches it?

  • > In your screencap it looks like they are both subevents for something else, did you split the host and peer groups? The message received event needs to be in a peer group,and the host will also need its own action to go to the new layout.

    >

    > Here is an example. Tested by previewing and duplicating a couple tabs/windows.

    >

    > dropbox.com/s/sjtjilffjvtdu ... .capx?dl=0

    >

    Nah, they were just under a group. Your example is really helping, I'll let you know if I run into any other problems!

    Seems to work as intended, just looks like actually carrying over the connection between the layouts is a whole, bigger can of worms.

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Poxnixles

Member since 1 Dec, 2015

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