Zebbi's Recent Forum Activity

    Don't close it, it's a good topic!

  • Omg! I had a project with difforent layers, I wanted lower layers to be cancelled for the player that is moving around, yet stay active for lower layers that enemies are walking around on.

    I'm example. Player layer=3 blocks layer=3 set solid. Blocks <layer 3 set solid disabled (enemies then walk wherever on their layer)

    Summery: a disable solid instance for a set variable/layer

    So multiple layers can have difforent objects to avoid.

    I can make a 2d 3d game if this was implimented!

    It could also solve the stair case issue...or whatever

    The only problem with all these is that you'd need to have different layers and duplicates of the stairs for every instance of an enemy or every group of enemies if that was your thing. It would just be sooooo much easier if he'd let us disable reacting to solids for whichever instance or group or collective of objects we want to, but Ashley hasn't even let on how hard this actually be to implement, he just doesn't seem to want the default movements hacking.

  • We specifically recommend you do not do this. Your modified platform behavior will not stay up to date with future official changes to the platform behavior.

    I'm not quite clear what the changes are for and why they are necessary - but it would be far better to update the official behavior to incorporate this. Having said that, the platform behavior is very complicated and we've had a lot of trouble with even minor changes causing a cascade of other bug reports afterwards. So this may not be easy to integrate.

    Just wondering Ashley if you still don't understand the issue we all have with the default engine and the simple switch that would open up so many possibilities if implemented?

  • I'm trying to get an iframe containing a C2 project to resize responsively and the width works, but the height just doesn't change, and I understand this is a shortcoming of iframes. Is there a better, more modern way to embed a C2 project? I'm using wordpress, btw.

  • It's hard to know where to start. You don't need clones of the same button, to start. Multiple instances of the same button would make things much simpler. You would use instance variables to store anything unique to that button, and use the same code to do all the same things, just with the various instance variables.

    Event 2 should be inside the "On start of layout" - it's creating 8 BeatSprites every tick!

    I see what you are trying to do now. You've got your work cut out for you. You are going to have to calculate the bpm of the samples you already have and try to sync them all together. That's going to take some work, and a good understanding of the math.

    blackhornet

    Okay, I probably could used more efficient sprite reusage, but I have calculated the samples and they do sync most of the time (have you pressed start then clicked a sample button?) but the issue is they don't trigger accurately if the users browser isn't running at full speed. I'll fix that Sprite respawn issue! Could I tighten your triggering code to work more on the code side rather than relying on the visual cues?

  • oosyrag Thanks, I tried to implement your method into this, and it worked for starting up, but fails for slowing down, it just stops dead. Here's what I'm trying to adapt it to: https://www.dropbox.com/s/3cdl7txdqhizm ... .capx?dl=0

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  • blackhornet Here's my example, it's buggy is the browser is a bit low on memory, probably because I'm using visual cues as references, and the fx buttons sometimes "short out" the samples: https://www.dropbox.com/s/3cdl7txdqhizm ... .capx?dl=0

    Any ideas how to improve this a bit? <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • I guess you could use a different approach by having a speed variable. The you increase/decrease the speed if the calculated stopping distance less or greater than the anglediff.

    So maybe this?

    Yes, that's what I was kind of thinking, could an even simpler way involve using "rotate angle by (max(100)(rotatevar))+1)dt) and invert that for the slow down?

  • Probably the easiest is to have a lot of variables as follows. Pos is a value from 0 to 1 that when used with lerp can give an angle between the start and end angles.

    variable start_angle

    variable end_angle

    variable pos

    every tick

    --> add dt to pos

    pos>1

    ---> set pos to 1

    every tick

    ---> set angle to anglelerp(start_angle, end_angle, pos)

    Start of layout

    ---> set start_angle to 0

    ---> set end_angle to 90

    ---> set pos to 0

    That's the long version. You can simplify it but it becomes less readable.

    The "start of layout" condition is an example how to use it. You need to set the start and end angles and reset pos to 0.

    Also the transition will take one second. You can make it faster or slower by adding another value to "pos".

    Ex.

    2*dt for 0.5 seconds

    0.5*dt for 2 seconds

    0.1*dt for 10 seconds

    Finally it's a linear angle change, although you can make it ease in-out by changing:

    anglelerp(start_angle, end_angle, pos)

    to

    anglelerp(start_angle, end_angle, cubic(0,0,1,1,pos))

    Thanks, trying this but it seems to use a fixed sort of positionig for the angle, due to using "set the angle"? At the moment, my rotation is using "rotate angle by -100dt degrees", so when it starts and stops rotating, it always sorts and stops from the same point, whereas by using the pos variable, it seems to have a fixed start and stop angle. Can this be adapted for use with "rotate angle by degrees"?

  • I can't figure out to use the rotate degrees clockwise action with smooth start and stop of rotation. I'm not sure how to use lerp, or if it is the correct method. Can it be done?

    Not really sure what far-too-early software announcements do good for a product anyways?

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Zebbi

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