Grave's Recent Forum Activity

  • Well, the collision mask of your "MrHero" Sprite is not including his feet - this is why they sink in. Check the "Collision Polygon" in "Edit Animations"

    rock on,

    Michael

  • In general I must say physics engines are not something to base your core gameplay on. Try to avoid using mechanics you can't control.

    Sorry if I can't be of more help here.

    rock on,

    Michael

  • I imagine it more like a trampoline since the moveable object is not really "resting" all the time it inherits some "bounciness" all the time.

    rock on,

    Michael

    EDIT: Some physicist could help <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Ok

    I tried this myself and made a small capx:

    dl.dropboxusercontent.com/u/89517854/physicsthingy.capx

    by changing the immovable option on sprite two you can see a difference in the max Y after the first bounce.

    My guess is :

    When the object is immovable it doesn't bounce itself, so it's not like an action from Object 1 causes an reaction on Object 2.

    When the Object 2 is not immovable it will make a bounce after recieving energy from object 1 and after hitting ground (since you have to hava some sort of ground, else everything will fall to infinity) it will give a small amount of energy back to the Object 1, hence make it bounce higher.

    rock on,

    Michael

  • dl.dropboxusercontent.com/u/89517854/hudfix.capx

    I changed the "Fullscreen in Browser" Option and positioned the HUD inside the dashed rectangle (representing your view)

    rock on,

    Michael

  • dl.dropboxusercontent.com/u/89517854/turret_refixed.capx

    You had your Wait Events before you set the angle of movement.

    rock on,

    Michael

  • This is the approach I would take. The second jump must be much weaker so it doesn't feel like a jump.

    I checked Joust online (some Flash remake) and the flapping / Y-movement is a bit wacky imo ... I personally never really dig that game :)

    rock on,

    Michael

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  • I would suggest to only use the Platform Behaviour. I vaguely remember Joust, but the flapping is practically just a "Jump-In-Air" in my eyes.

    Pretty much like a Double Jump.

    No need for custom movement.

    rock on,

    Michael

  • Be sure to use "Fullscreen in browser : Letterbox integer scale" with point sampling this should fix your problem.

    Your workaround is a common method to get rid of that nasty half pixels btw.

    rock on,

    Michael

  • Infact this is not a bug.

    The texels from the bottom row interpolate with the upper row which in your case is transparent. Since we are talking filtered textures, you will not get rid of this effect unless you switch to point sampling.

    rock on,

    Michael

  • Hey there!

    I try to keep this short...

    I am a professional graphics artist since the late 90ies. I also have a passion for the demoscene

    since 94 ( Acryl of Scoopex/Acme/Legend Design/Haujobb/Session/Illusion/Abyss ).

    Been doing some illustrations for Megadeth in the past.

    Singing in the power metal act Warhead (Germany).

    I actually got in contact with construct 2 via the polycount forum (lurker).

    This sums it up I guess :)

    rock on,

    Michael

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Grave

Member since 25 Feb, 2013

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