Trunks252's Recent Forum Activity

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    BACLog posting a documented game was probably the best you were going to get. Asking for someone to make a game tutorial exactly to your specifications for free is kind of ridiculous. These people make tutorials in their own free time. If you want someone to teach you, go take a class. Pay someone to make a tutorial. Getting upset because some random person on the internet won't do it for free makes you seem like a certain kind of person.

  • So I got around to trying to fix this today. I figured out what was the issue, although I'm not sure why it's an issue.

    I have an invisible player sprite, and all the body parts are pinned to it, besides the shooting arm. The shooting arm's position was set to an image point on the walking animation, which was pinned to the player sprite.

    I set the position of the arm to the player sprite, and no lag. However, if I set the position on anything pinned to the player sprite, I get lag.

    So from what I've been testing, the location of the scripting doesn't matter. You just can't set something's position to something that is pinned.

  • So I made a sample file with a player and an arm that is set to the player every tick and also follows the mouse.

    dl.dropboxusercontent.com/u/211250504/setPos_setAngleEXAMPLE.capx

    There is literally only one event and it works great; no lag. It would appear that my massive event sheet is the culprit. I'll have to re-arrange some stuff.

  • Yeah, I figured that out after trying it. Lol.

    Pin + set arm angle worked fine, but it was too stiff for my taste. So I trashed pin for now.

    Now I'm doing set position + set arm angle, and it would do exactly what I want except that it lags.

  • I'm not pinning every tick; I never did that. Sorry If I was unclear.

    I am setting an X and Y position every tick, but that's when the arm starts to lag behind the body.

    Edit: Also I'm not using pin with set position. I only have it set to set position now.

  • Thanks for the quick responses. I would upload the .capx, but its fairly big (200mb+)

    Here is a link to the game, if you want to see my player layout. Just go to Arcade Mode.

    dl.dropboxusercontent.com/u/211250504/NoctisHorroremV0.64/index.html

    LittleStain In this version I have it on pin, but I hate how stiff the animations look. So, I'm trying to make this more dynamic. My work file now has it set to the position of the shoulder, thus lag. It could possibly be my event sheet...

    AngelEyes I actually do use spriter, and its great. However, I need to move the arm independently from the player animation. Which, may...? be possible with spriter?

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  • Not sure if this will help, but I have an SMG with 2 frames animated. Basically one frame for the shot, and another for recoil. SO I have my bullet scripted to spawn every time the "fire" frame is played.

    When frame(fire) plays,

    spawn bullet;

    trigger once;

    play sound;

    etc.

  • Hello All

    ------------------------------------------------------------------------

    Basically I want to simulate separate body parts moving dynamically with each other, either with a pin or with a set position action. In this case, an arm that aims toward the mouse input (already scripted), and also have the shoulder bob up and down with a separate walking animation (my trouble).

    ------------------------------------------------------------------------

    I have a character in game whose walk/run/death animation is completely separated from his arm. I have it set up this way to give the arm the flexibility to revolve 360 degrees around the shoulder pivot.

    I have a problem, and I'm not sure if it is my fault of Construct's. At first the arm was pinned to the shoulder image point, and it followed the player flawlessly.

    However, my player seemed very stiff when walking/animating, so I added a more dynamic walking animation, and set the image point of the shoulder to change every frame, moving up and down as the player walks.

    I thought this would work, but the arm now lags way too far behind the player.

    To fix it by setting the position of the arm to move forward depending on the player's speed:

    (Arm_Pos.X+2*(Player.Platform.Speed/28), Arm_Pos.Y)

    ...Which keeps the arm in place, but now it is extremely shaky.

    So, I'm at a loss. I have also scoured the forums to no avail. If anyone has successfully done something similar, help would be thoroughly appreciated.

  • Hey everyone.

    I added some new features and fixed a large number of bugs. I would really like some feedback, positive and negative if you have any to give. Thanks!

  • I can definitely fix those. Hopefully I can figure out how to alter them through html.

  • Thanks for the feedback!

    jojoe I plan on redoing the character animations before commercial release. It was my first attempt at 2D animation, so it wasn't the best.

    Seasky Are you referring to the HTML buttons, or the floating sprites?

    Also, thanks for the bug notice. I had someone else complain about it too, and i've seen it once. I'll be sure to fix that.

  • Yes, changing colors on mouse rollover would be awesome.

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Trunks252

Member since 21 May, 2013

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