Rhindon's Recent Forum Activity

  • Aaaah! That seems to coincide with what I noticed in the debugger. I just couldn't make heads or tails of it. Thank you, again! I'll plug this in later and see that I get the same results.

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  • blackhornet - Might I get your insight, please?

  • *bump*

  • What this does is to set up a system for me to gauge the movement of my main character, Buster... Is he moving up, down, left, or right? And then to compare whether his horizontal movement is greater than or less than his vertical movement.

    From there, I determine which visual animation to play, and/or whether or not to mirror the image. (I know someone will ask why I don't just set the animation to play based on what keyboard keys I press...and I had a specific reason but right now it's completely escaping my mind.)

    What I have noticed, however, is when Buster is "pushing" against a wall while going to the left or up his body doesn't appear to be "flickering" between animations. But going in either of the other two directions will show his body rapidly alternating between two animations. For instance, if Buster is moving to the right against a wall, it looks as if he is switching between left and right animations. (This doesn't happen, though, when moving against a wall immediately to his left while going to the left.)

    I suspect it has to do with the BusterBody object being "pushed back" when it briefly overlaps the wall (which has the Solid behavior). So for a brief tick, Buster is moving in the opposite direction than what the player is moving him in. The question, though, is why this only happens for two of the four directions?

    .c3p file: https://www.dropbox.com/s/63vyu90r8r7jp5l/busters%20escape%20v8-2%20.c3p?dl=1

  • That's understandable, however unfortunate.

    If you ever change your mind, know that we'd be extremely grateful.

  • What's the word on a possible C3 update?

  • I'm still working with a general understanding even after that explanation - for all my intelligence, some things still are slow to click with me. But in the end I'm extremely grateful for your help.

    If there is a way to fine-tune it so I might edit the parameters easier, I'd appreciate that. But, in the end, it works splendidly!

    OH! One thing I meant to ask...

    I was further wanting to make it "bounce" a time or two more after its initial bounce. I'd want to check for when it has "touched ground" again but I don't know/comprehend which value(s) to check for before making it bounce again (and at a smaller scale). Is there a "flow chart" you could list to explain the process?

    Thank you again.

  • Ha HAAA!! It works! Thank you!!!

  • AH! Okay. Thank you, sir! I will plug that in and make some magic happen! (I'm always grateful for your help.)

  • Also, the second event line is just written as sprite: add self.vz*dt. What am I adding that to?

  • R0J0hound - Does the Z variable ever change? It doesn't appear so based on what you offered. If not, does it matter if I just use max(1,1)? Or is there something I'm missing?

  • Thank you, everyone! I'll attempt to implement your suggestions when I get home today.

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Rhindon

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Member since 8 Jan, 2013

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