wretchedshark's Recent Forum Activity

  • shinkan - appreciate the example, i was wondering if you wouldn't mind answering a question?

    if so:

    • your bg scrolls using dt but isn't reset using dt (as far as i can tell), is the tiled background somehow accounting for dt?

    (your obstacles don't appear to spawn stacked or in a row which is why i'm asking about the background <img src="smileys/smiley1.gif" border="0" align="middle" />)

  • I think you could use variables and UIDs too, containers seems like a simpler (nicer) solution!

  • Whiteclaws - it's how the platform behavior reacts in collisions.

    if you:

    • remove platform behavior from player sprite and add solid and physics
    • set gravity world to 0 at start of layout
    • and add solid, physics behaviour (and change to immovable 'yes') on blocks

    the "player" doesn't jump and is simply pushed.

  • ramones - i tweaked your capx to fit my idea of spawning as close as i could get it to act how i want it too, i think you are right about gaps.

    Rory - it seems that no matter what there will be gaps because the framerate is ALWAYS fluctuating (and therefore the gaps aren't even even). if there were some way to lock down the framerate to 60 or 30 for lower framerates, there might be a way to account for dt, otherwise nothing i can think of.

    you can subtract dt * groundSpeed from the X spawn point to get them to overlap, if you use large ground pieces - heightwise - with plain cover it's not noticeable. if you are doing a platform, gap, platform, gap loop then the player won't be out these pixels and miss a jump because the gap spawned slightly to large.

    https://www.dropbox.com/s/n8oyndhyz10ktdv/endlessRunner.capx

  • shinkan - i'd definitely like to see how you spawn your terrain if you don't mind!

  • Rhindon - it's ma'am! :]

    they filter the "on any key pressed" down further to which key is being pressed, i didn't test it with "is down" instead of it. so on s pressed you get the punching animation and on d you get the kicking animation (which in that capx is just a bunch of faces).

  • Rhindon - i thought i replied to you here haha, here is a capx with hopefully what you want to accomplish:

    https://www.dropbox.com/s/t65ippgm1sic8u3/animationcontrol.capx

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  • procrastinator Rory - i think the gaps can be gotten rid of by changing the creation equation to create them quicker so they account for the maximum gap there can be.

    since i have been rounding my equation with floor() (to fix a problem with the % mod always being a float and not creating platforms) there are gaps similar to dt gaps which is solved this way.

    the only problem becomes trying to overlay a graphic to polish the aesthetic.

    i've had two thoughts since, (occam's razor, perhaps we are all overthinking it?):

    1) make the creation formula so it creates pre-made platforms picked based on the platformlength variable (then the pretty overlay graphics could be made) continue allowing it to make gaps as it does.

    2) or make an invisible "sensor" off the screen so that when the platformlength is greater than zero and a ground piece is not overlapping it create another (this may suffer at higher speeds?)

    i feel like both of these would allow them to move at a framerate independant speed, i will try fiddling with both. this would also simply my capx, removing the need for a timer (ticker)... in theory!

  • well there's also a bug where the block just covers the player and they can't move until the block is moved back off the player and one where the player gets stuck to the side of the block just moved like it's cliff hanging, so it's hard to tell what you want help with without saying so..

    i believe its just an odd reaction to the platform behavior, lerp and collisions. lerp is a nice smooth effect, have you tried using a different behaviour to move the blocks, like bullet, to see if this eliminates the effect?

  • you just need to find a way that works for you to manage the animations. for example i have a tripping behavior when my player collides with objects and an instance variable "isTripping" that gets set to true, so i set my default animation to play when:

    • player is not jumping
    • player is not falling
    • player - compare instance variable - isTripping (inverted)

         > set player animation "default"

  • raddevon - ^^ what Phyvo says.

    i've found that the easiest way to think of it is as filters and (for example) i've learned that "for each" treats each instance as it's own, say for enemies in a shooter game.

    as for debugging, your loops isn't working because it says (event 5) system dayready = 1 and then the action set dayready = 0, the rest of your events are nested inside this "dayready = 1" condition so they don't fire because they aren't true.

    try disabling the dayready = 1 line to see what i mean :)

  • procrastinator - i looked into it and currently if we want to upload to the arcade it says no third party plugins

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wretchedshark

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