PixelMonkey's Recent Forum Activity

  • You'll want basically just:

    Sonic: On collision with Bumper:

    -Set Vector X to 420 * cos(angle(Bumper.X, Bumper.Y, Sonic.X, Sonic.Y))

    -Set Vector Y to 420 * sin(angle(Bumper.X, Bumper.Y, Sonic.X, Sonic.Y))

    The Sonic Physics Guide, particularly the Springs and Things page, gives some more numbers and info, but you'll want to update most values from pixels per frame to pixels per second.

    ^ That said, though, I tried it out myself, and I've recreated TheAmazingApple's bug in the process. Unless you're holding down the jump button, it caps your speed to Min Jump Strength. So the above example events currently won't work unless the jump button is being held down.

    If you wanted a really hacky workaround, you could simulate jump button under certain conditions to stop the behaviour from limiting the jump, but I realize that's pretty terrible.

  • The way it works is to offset the position by 1 so the object is overlapping the ground, and then figure out which segment to check the angle for.

    You could probably achieve something along those lines by shifting the object down until it hits the ground, checking the angle, and then pushing it back up again, although looking at the plugin as it is now it seems there isn't a way to specifically trigger the surface angle check. I might make a note to add an action to recalculate the surface angle.

    Another alternative could be to have a sensor object sitting on the ground and following the object above, though keeping it on the floor nicely could present issues, depending on the terrain.

  • Ah, thanks for the feedback!

    For the first issue, it turns out that's a very quick fix, just a typo. It'll be working whenever the next build releases.

    For the springs, how have they been implemented, and what specifically do you mean by "wouldn't go as high"? The initial thing that comes to mind is that the variable jumping could be messing with it, which could be fixed in a couple of ways, but I'll probably need a couple more details.

    As for the third issue, I don't understand entirely. Would I be able to get a screenshot of what kind of terrain the issue is being caused by? And what do you mean by trying to walk onto the gap?

  • Alright, so another status update, probably the last for the short-term. As mentioned previously, most time spent on this recently has been for replacing the way retrieving surface angles work. As of recently I managed to finally fix all the issues I was having, getting things to effectively the same point as the previous release, just easier to expand from, in theory.

    The current issue, though, is that now that I've started trying to actually add things (namely rotation and tilemap support) I've started uncovering more bugs and edge-case scenarios.

    Now, I'll still eventually get to the point where I can fix these, but A: running up against MORE BUGS after spending all this time on just getting back to square 1 is demotivating, and, more relevantly, B: university has started again.

    It's not really fair for me to keep saying "soon, I promise" since it's already been like 6 months, so this is effectively notice of a hiatus in development for the behaviour, at least for a few months.

    I still intend to continue work on this eventually, I'll continue adding any bug reports or feature requests to the todo list if anyone has anything, and if anyone needs suggestions for workarounds in the meantime I'm happy to give suggestions, but I thought it'd be only reasonable to let you guys know that development isn't speeding up quite yet.

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  • Thanks! As long as it can end up as at least a viable alternative I'd be pretty happy.

  • Well this is a first, I think! Two tied themes: Two Button Controls, and Growing!

  • No new release yet, but I felt it was worth giving a quick update since I mentioned the 11th as a potential release date. Progress has been pretty good so far, I got the bulk of the work on the angle stuff done, so I'm well on the way to getting something released, though as usual, I'd probably best not give a date I can't guarantee.

    As it turns out, SAGE has been delayed, which doesn't really have a bearing on this, but I guess it means that if I get a template going by the new deadline (whenever that is) I could get something submitted, so at least I don't have to write that off till next SAGE.

    Anyway, this weekend will probably be taken up by the Ludum Dare, so I may not be able to get further work done for a bit yet. Thanks again for your patience, guys!

    Also, Rilem, that looks pretty cool, I've never actually put any sprites to the behaviour yet, so it's good to see it looks ok! I assume you're just setting the sprite to SurfaceAngle there, or are you interpolating things somewhere?

  • As usual I'm at least going to attempt the LD. I've been making a bit of a bad habit of not finishing them lately, but I ought to at least keep going!

  • This time round there has been a bit of progress. I'm not quite able to throw myself right into it, but my last exam for the semester is tomorrow, and after that I should have a lot more time to dedicate to things.

    I'm currently tackling the tilemaps, or more specifically tackling the way I retrieve angle so that it works with tilemaps. I'm also, by coincidence, making it work better with running off ramps. If you put a 45-degree-rotated square sprite down somewhere and try to run off it at speed, you'll notice there are issues.

    I don't quite want to put out a specific date, because as is evident, sometimes stuff happens and I can't stick to them, but I'd sort of like to have a new release and a template to go with it ready by SAGE, which'll be around the 11th of December.

    The behaviour itself will be updated here as soon as it's ready, though, of course.

  • Effectively no progress since the last update, unfortunately, I have been busy with other things. I have a small break in a week or so, when I can hopefully sit down and work on this for a bit. I'll be sure to post any updates here when I have them.

  • Tokinsom

    Ah, sorry, fixed. Really need to start double-checking things before I upload them.

  • Ah cool, looks like a pretty solid implementation there. There are a few things I've done differently (mostly to mimic the Platform behaviour where it doesn't remove accuracy) but it could be good for reference. Thanks!

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PixelMonkey

Member since 19 Feb, 2012

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