oosyrag's Recent Forum Activity

  • Idea is similar, you can still pick nth instance by loopindex, just add a Pick All condition before Pick Nth instance with loopindex. Then it will go through each instance of your textbox one at a time.

  • 1-16(x-0.5)^4 will give you more hangtime, but is a bit unnatural.

    (x=(Sprite.Timer.CurrentTime("jump")÷Sprite.Timer.Duration("jump"))

  • Like for exemple if I want this kind of curve :

    Timer = 0 Sprite.Y = 500

    Timer = 0.25 Sprite.Y = 200

    Timer = 0.5 Sprite.Y = 0

    Timer = 0.75 Sprite.Y = 200

    Timer = 1 Sprite.Y = 500

    Or with variables that it can be ajustable...

    Thanks !!

    The formula I gave you should already be very close to numbers you described. Just change the TargetY to -500 instead of -100.

    -> Sprite: Set TargetY to Self.Y-100

    to

    -> Sprite: Set TargetY to Self.Y-500

  • Wow Thanks ! This is helpfull

    But I don't get this line :

    + Sprite: [X] Is Timer "jump" running

    I didn't write it and it seems to work...

    You said it would be possible to fine tune using qarp, I'm researching this way but... is someone knows about that ?

    This is just an added condition so that if the timer is already running, you can't jump again until it is over. Right click and set inverse. Basically means Is Timer "jump" NOT running.

    It should work if you don't have it, but you'll just be able to keep jumping even when you're in the air.

  • For precision movement over time, I like to lerp a set origin and destination over a timer duration. You'll need the timer behavior, and two instance variables for the original position and the destination position.

    For the jump gravity motion, a simple inverted quadratic equation should simulate it fairly well. It would be y=1-4(x-0.5)^2 in this case, where the x value of lerp will go up to 1 and back down to 0 on a parabolic curve based on the amount of time passed over the total timer duration.

    Here is what the events should look like:

    + Keyboard: On any key pressed

    + Sprite: [X] Is Timer "jump" running

    -> Sprite: Start Timer "jump" for 1.0 (Once)

    -> Sprite: Set OriginY to Self.Y

    -> Sprite: Set TargetY to Self.Y-100

    + Sprite: Is Timer "jump" running

    -> Sprite: Set Y to lerp(Sprite.OriginY,Sprite.TargetY,1-4×(Sprite.Timer.CurrentTime("jump")÷Sprite.Timer.Duration("jump")-0.5)^2)

    The qarp expression could probably be used to simplify the equation but I never really wrapped my head around it... It could probably also be useful if you wanted to fine tune the motion.

  • I for one do not know what a native review is, so that might be why you aren't getting any replies.

    Linking to the store page seems like it would work fine.

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  • Both. Scrolling or not scrolling should make no difference.

  • You might look into containers, if I'm guessing right (I mostly have no idea what exactly you're looking for).

    Containers are groups of objects that spawn and get picked together. You can set their default state (positions relative to each other) in the layout editor, and whenever you create one object in the container, they will all be created.

    Otherwise, families might be of use to get a random object from a group of objects.

  • When you use scale outer, you must design your layout/background ect to cover more than what you expect a "normal" user to see.

    When you use scale inner, you design for parts of your layout to be cut off when viewed by a different aspect ratio than expected.

  • Recommend you go through the Beginner's Tutorial

  • https://www.scirra.com/manual/86/behavior-reference

    https://www.scirra.com/manual/90/bullet

    [quote:s68svm60]Bullet actions

    Set angle of motion

    Set the angle the bullet is currently moving at, in degrees.

  • Try using the bullet behaviour on the knife, setting the angle of motion to angle(knife.x,knife.y,target.x,target.y)

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oosyrag

Member since 20 Feb, 2013

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