Tobye's Recent Forum Activity

  • The trouble in the second example at it is that it runs the first event, which pauses the game and then sets the 'pausetime' to 0. Then it checks the condition of the second event which goes "Oh, 'pausetime' is 0, need to unpause!".

    Here's a capx with 2 different examples of how to get around this sort of issue. I would very much recommend you get used to using the 'else' condition - it will make life much easier when you start getting into some complicated picking later on!

  • I did this just the other day:

    Set speed to: (unit.speed/10)*(distance(leftMarkX,0,rightMarkX,0)/60)

    Sets the speed to a formula that means the UNIT SPEED DIVIDED BY 10 IS THE DELTA TIME to travel the distance. So, if the unit's speed is 600, it will take 1 second to reach its destination (600/10=60). 300 will take 2 seconds, 1200 half a second etc.

    Hope that helps!

    EDIT: Actually sorry, this is a little different, I wanted them to always take the same time to travel between points regardless of distance. Sorry for that, maybe you can still get some understanding from it though.

  • or instead

    ->Spriter.OnFrameTrigger = "name"

    Yes! I was actually just about to add that.

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  • lucid - I was wondering if we could get the following conditions:

    • Current key frame (<,>,=, etc.)
    • Current animation time (<,>,=, etc.)
    • Is (animation name) playing
    • Is paused
    • Is looping
    • Loop iteration (<,>,=, etc.)

    I know you can make the first 3 happen from comparing expressions, but they would still make things a little easier. The other 3 are a little harder to make manually.

    Anyway, thanks for your efforts! It's a great tool.

  • lennaert - Yeah bullet is standard, but I want to avoid the need to switch movement behaviours. I made a game recently that did that and the problems just kept climbing and coming out of nowhere as the game progressed.

    Ah moveTo is fine, I have tested it out on all sorts of platforms and never an issue. And it just makes life soooo much easier! Particularly with moving menus around.

    Anyway, I'll keep at my problem :) I'll get there eventually.

  • lennaert - Thanks for your efforts, but it's still not quite what I'm after. I want it to *only* use platform behaviour (not bullet or physics) and have a trajectory after you disengage the rope instead of just falling straight down.

    I wasn't aware it had the moveTo behaviour sorry! I will try to upload a fixed version later. But I do recommend you get that plugin, it's the most staple plugin of all I would say ;)

  • - Yeah no problem, go for it! But for a tutorial you should clean it up a little bit more. I only spent about 20 minutes on that.

    You should also play with those two issues I state, about the objects created in loops not being able to be referenced until a new tree begins and the need to wait for an array to get made/changed. You may want to change the way those parts are setup depending on your tutorial. I left them in to show the quirks and ways around them.

    And yeah I think you will always do better making a tutorial than just doing your own thing, because you need to explain it. And when you explain your ideas to yourself you often see problems ^^

  • Hey guys,

    I just saw a post here earlier about grappling hooks. His worked cool, but it used physics and I want to make one using only the platform behaviour. But, I don't know how to make it so that the player accelerates towards the point of the hook.

    I tried alternating with bullet behaviour, but then there are issues when you disengage the hook, as the vectors for the platform are still 0. Essentially, I want to fake physics with platform vectors, with acceleration while using the grappling hook. I got it almost working once, but when I tried to apply acceleration it didn't work. I then tried Any help would be fantastic!

  • LittleStain - yeah I'll take you up on that advice. So far it's just the stone.

  • Animare

    I threw something together that does what you want. I had a bit of fun with building it though, so maybe it's not as direct as you would like, but it does show how to use several different objects (arrays, functions, lists) and some loop conditions. So, I believe it could be a helpful learning tool :)

    Here it is! Let me know if you have questions.

  • - With scrollTo on the player it will always scroll so he is in the centre. You could disable it until he is near an edge, but then when you re-enable it it would snap to him.

    Here's one way: capx

    You can also do what I said before with move at angle. Or you could use a behaviour that sets the angle of motion to the player and decelerates when it gets close, lots of ways really. Just need to detect the viewport's distance to the player.

    Hope it helps!

  • Hey mate,

    If you have families, I could knock it up in about 10 minutes for free. If not, it's a bit too annoying sorry ^^. You could also just post in the 'How do I..?' forums and get a pretty good response.

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Tobye

Member since 27 Jul, 2012

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