Zebbi's Recent Forum Activity

  • Zebbi

    Ah, now i understand what your problem is. I have one trick that might work, without messing up with the javascript SDK, but it probably won't be a clean simple solution like you want. The trick would be making two sprite, and use one for the jumping 'tween' and the other for the height tween. I'll just post the example capx here, maybe you want to take a look.

    https://dl.dropboxusercontent.com/u/553 ... rigin.capx

    Thanks for that great example, that's a great trick using the opacity, I've got my enemies set-up with containers already so it'll be double the sprites I already have, but this will at least work! Would it screw up the SDK by having optional image points for a future version of litetween?

  • Zebbi

    Oh, in that case, in construct 2, you can define different origin for every animation or even frame. So you can have center origin for the sommersault animation, while keep using bottom origin for the running, walking and crouching animation. LiteTween would always use the origin instead of ImagePoint, because it is only a behavior attached to something like sprite. The actual rotation is done by the official sprite plugin. It is possible to code LiteTween so that it would override how Sprite rotation behave, but I think it is not good if I override the default rotation provided.

    Yes, but if I change the origin point for the somersault, the character's animation position will jerk up when that plays, and back down again when it stops playing, won't it? I'm also just using the same walk animation at the moment for the somersault since you can't really see it's walking when it's rotating. Could there be a way of setting the origin point to image if needed?

  • Zebbi

    You can set the object origin at the bottom of the sprite (via animation editor > set origin), any height scaling won't affect the sprite's position if you do it that way.

    Thanks, I've done that now. Would be to be able to select which origin to tween from, for example, I have some characters resizing their height as they walk (with the origin set to the bottom center), but when they jump and do a somersault, it would be nice if the rotational angle could be set from the centre, rather than the bottom centre, to make it look like a smooth spin.

  • > I know Gigatron is a bit of a module genius, could the basics of the Renoise format be impletmented into a plugin? I'm thinking the basics like instruments, patterns and tracker effects like volume, delay, pan, glide, etc, but obviously vsts and stuff could be ignored. Here's someinfo: http://forum.renoise.com/index.php/topi ... fications/

    >

    I know Renoise Tracker ..

    The best for me is working on xm s3m mod format ...

    I am just waiting the final release of protracker.js .. i will try to implement some stuff you want..

    That would be amazing, I'm really looking forward to it! So far I'm converting out Renoise files to xm with XRNS2Xmod, works okay for far, but a little long winded <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

  • I know Gigatron is a bit of a module genius, could the basics of the Renoise format be impletmented into a plugin? I'm thinking the basics like instruments, patterns and tracker effects like volume, delay, pan, glide, etc, but obviously vsts and stuff could be ignored. Here's someinfo: http://forum.renoise.com/index.php/topi ... fications/

  • Wow, that actually works! There's a slight lift when the character goes over, but that's not a big deal, is there a way I could counter that by repositioning the player slightly?

  • The problem is when solids are enabled or disabled, it affects the enemies that have platform behavior that walk on or under the stairs. I need a way of turning on/off solids/jump-thrus per platform movement.

    Which is why my idea of forcing the "fall thru jump thru" event might work, since it's the only character independent way I can think of ignoring a solid without changing the solid's state for everyone.

  • Is there a way of extending the platform movement to ignore all jump-thru per player? Thus allowing stairs to exist per player. Or even for solids.

  • Zebbi - what OS are you using?

    If windows 7 u need to turn on AERO for the vsync to kick in when in desktop.

    Thankyou, that seems to fix it! I set it to Windows 7 theme instead of Lenovo. Does anyone else notice v-sync always has a bit of a drag though? It should do since it has to delay the verticals to catch up, but it kinda makes the control slightly less responsive IMO.

  • That looks awesome! How come you changed it from using frames to using separate animations for each number? Also, it would be cool to set the sine position to 0 after the numbers have all resized, but when I try that, it just ends up making all the numbers squash and stretch in unison (rather than the way you have done it where they move independently) or they don't cycle at all?

  • Thanks for the suggestion, it's a Y510P laptop so it's a little different to desktop hardware, but mine is tearing on both nVidia and Intel mode of graphics (I can switch between both cards) and I've tried all the vsync options I can find.

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  • Here, I updated it to include an additive score that gradually increases. Just add to the Score variable and ignore the ScoreCount variable since that's there to act as a mid-way. Change the seconds count to taste. https://www.dropbox.com/s/st3ssvoth4qvj ... .capx?dl=0

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Zebbi

Member since 20 Jan, 2014

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