eli0s's Recent Forum Activity

  • Ashley ,

    Adding the tilling mode to the Sprite object will be a blast! I think that we should have the option to turn it on/off per animation and globally. That will be more flexible.

    As I understand, the Tilled Background object uses less resources than the Sprite object, so you should keep it as an option for a more CPU friendly solution, whenever animations aren't required.

  • mariogamer ,

    Setting the animations based on key input is easy, but it won't work as good as using something procedural that takes in to account the Car's acceleration and speed. The event that does that isn't that complicated.

    It goes like this: Every tick---> Set the Wheel's rotation speed to 360 * Car.Platform.VectorX / (2 * pi * Wheel.Width/2).

    Which basically means: Constantly (Every tick)---> Rotate the Wheel (something that is being handled by the "Rotate Behavior") with the angular speed of a full circle (360), multiplied by the Car's moving distance on the horizontal axis (Car.Platform.VectorX), divided by 2 Pi (2 * 3,14), and multiplied by the Wheel's Radius ( Wheel.Width/2).

    In regard to the gradual angle adaptation, I've updated the example to include a way to do it, you can fiddle with the values to get a better result. Also, adding more in-between slopes might help smooth the car's path.

    On a final note, I think that the only way to achieve a good result is to add a suspension mechanism, otherwise it will always look somewhat funky. Perhaps there are other, better and easier ways to make a suspension, other members may input something useful on that subject...

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  • CBelle , please check your inbox, I've send you a personal message in response to your last post (written in Greeklish )

    I've also explained (to the best of my abilities) the *dt subject...

  • In principle you want something like this.

    [attachment=0:3lyol0st][/attachment:3lyol0st]

    In reality it is more complicated to setup a system that renders good results. Check this similar (but more refined) example on my post in this other topic .

    You will need to install rexrainbow's Light behavior in order to open this one.

  • You mean, when the first object (in your case the purple one) stops colliding (overlapping) with the other objects, you want the animation of the other objects to stop?

    Here is a way to fade in and out the red squares with the purple sprite...

  • +1

    ...and animation frames please!!!!!!!!!

  • I am glad that this helped

  • Since I don't know how your gameplay will work, perhaps this method won't do at all. But it does what you ask, both players can shoot straight and curved bullets to each other.

  • I don't get what you're after and why you use the Sine behavior, but if you set the "Set angle" parameter to "No" in the Bullet behavior, the black sprite does travel up and down respectively.

  • lucid I recently bought Spriter Pro and I love it, but I was wondering if it can warp sprites.

    Similar to this game:

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    Notice how the enemy sprites warp as the move along the path.

    I know this is a somewhat old post and my answer irrelevant to Spriter's updates/fixes, but ThunderLion , you can achieve similar results like in the video you posted, just by using the warp WebGL effect.

    See the attached example.

  • ... and rotating its image point where to spawn the bullet to chase the position where the cursor was when the left mouse button was clicked?

    I don't get this part, but from your example I deduce that you want something like this.

    -Edit--> as LittleStain also points out...

  • The plugin has always had this limitation. So long as you have more than one light, you'll end up with incorrect shadows. This is because the plugin is a shadow caster, rather than a light caster. If one light casts a shadow onto another light, said light will be in shadow. Very strange, but so far sadly unusable for me.

    Oh, ok, then I hadn't noticed before since when I tried multiple lights I did it only with the Light Height set to 0 ("infinitely" long shadows). I too find it weird the way the light (shadow) is being cast and I hope for a more robust solution in the (near) future. I understand that box2d does have lightning capabilities build in, but I doubt that Ashley will implement them any time soon. As I read in response to requests on other topics, keeping the box2d features updated and functional for many exporters is difficult to maintain. I guess that that's an other drawback for not having native exporter.

    What about this post from earlier in the thread? Doesn't that solve the issue? The new shader is already included.

    Since the problem seems to be related with the shapes on the shadow's polygons, I don't see how this shader can resolve those artifacts...

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eli0s

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