GameThirsty's Recent Forum Activity

  • or just set the angle of motion to 0 on ones you want to go horizontal walls

  • Glorpy I am not sure, haha. You're welcome for the help.

    Remember to set the angle of motion to 90 on the layout start because a default bullet behavior is 0 degrees which would be horizontal movement, you want 90 for vertical.

  • Here use the bullet behavior instead, and add two solid objects

  • Try this as an example to bounce

  • Just give your object the platform behavior.

  • Hello everyone!

    I've been trying to tackle an issue for quite a long time, I still cannot figure out how to do this.

    So lets say I have a huge inventory system, and I would like it to be compiled in a list of objects and text, how would I approach it to act like I am scrolling through my Facebook news feed? I am intrigued by how smooth and fluid the news feed is on Facebook and it inspires me to create a system to allow this kind of function in one of my mobile apps.

    I got the idea to use the clamp function in Construct, with the drag and drop behavior, you can create a scrolling effect but what is missing is the lerp functionality, where it feels fluid whenever you scroll slower, faster and let go it will still keep scrolling and come to a slow stop, just like a lerp function.

    This current scroll system works, but it is not what I want. It is not very fluid.

    Any suggestions on how we can achieve this? I plan on sharing it with the rest of the community as well.

    Thank you in advance!

  • Great Update QuaziGNRLnose !

    I have a suggestion, could you make default camera behaviors? Just like in Unity where there is a first person, third person and top down controller that can be set with a few simple button clicks. I know it would be a huge help to not only I, but others that would rather spend time on the actual game itself then to mess with the vector maths and setting up the camera to manipulate in the correct way for those modes. I find it not only useful for that reason, but most of the games being built with this plugin will use one of the three.

  • Ashley

    Will a mobile option for Facebook, Twitter and other social media applications ever have an "official" Scirra support? It just seems to me its half-baked in terms of mobile options currently. We have desktop application support, but still no official mobile support from so much discussion over this subject over the past year or more?

    With the huge increase of apps being built with Construct 2 lately, I find this extremely useful and I would be sure many others feel the same way.

  • I'll take a look at logins for various SDKs in PhoneGap in the next beta cycle, but if anyone's figured it out already then sharing code samples would be useful.

    Ashley,

    Any more news on official Mobile support for Facebook login?

  • QuaziGNRLnose

    I think I have a start on what I need to do, my logic behind these events is to...

    1. Match the sprites angle to the current angle of the camera's Y-Axis. (direction the camera is looking in 3d space)

    2. Once the angle is set on the sprite, I can use the custom movement behavior to set the sprites (player) movement position to the sprites current angle.

    It does work a little bit, however its not what I am after. Logically I thought this would work, because all I am modifying in the 3d space is the X and Z coordinates, I am using the X coordinate of the sprite to set the X axis coordinate and using the sprites Y coordinate to set the Z coordinate in 3d space. Making the sprite have the same angle as the camera should set the correct movement in this example.

    Thank you so much if you have any suggestions!

  • it's gonna be easier with the helper functions in the new plugin, but you're essentially right. Position the camera at the sprites x,y position with some z offset above what you make the floor plane for the "height" every tick, and then move the sprite around however you'd like. Using custom movement makes it easy to implement strafe etc. cause you can accelerate things at angles.

    Okay, I will wait until the plugin has been updated.

    I thought the Y axis was the "Height" of the map and the X and Zed was the floor of the map?

    Or is it easier to reverse it so Zed is height and Y and X is the floor? What is the reasoning if so?

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  • GameThirsty, yes exactly, you'd set the position of some player positions head. An easy way to do it would be to use the custom movement plugin and layout a map in the layout editor. perhaps make a topic in the how do i section on the forum instead of posting here, so people wont have to go through 40 pages to find out how to do it. you'd want to move the player at the planar angle of the camera when the forward/backwards keys are pressed, and 90 degrees to the planar angle of the camera when the left/right keys are pressed. It'd probably be easiest to make the X-Y plane your floor.

    Thank you for the help, I appreciate it greatly.

    I am still not fully understanding how you mean to implement this, so I will recap what I think you mean.

    To make an easy way to move the camera's position around the 3d world is to reference the players head camera to a sprite in a 2d plane. Give that sprite a custom movement behavior, and reference the sprite to make adjustments to the camera?

    I will indeed be making a How to? Post here soon, I just want to get more information about it so I can make an example for everyone to use someday.

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GameThirsty

Member since 29 Nov, 2012

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