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  • Zebbi that would be a cool feature, but it's not possible in the current version, and I'm not actively developing Magicam at the moment, so there's little chance of seeing it any time soon.

    Actually, I made a little event list that kinda mimics a smart catch-up effect, I'll post it once I have a moment to isolate the events for an example.

  • Yes, v0.13.0 alpha 7 (Chromium 47) [Requires r217+]

  • So, with a simple array, let's say we tried to recreate Jazz Jackrabbit's weapons: http://budwin.net/insectoid/dos/jazz/jazzweapons.htm

    Width of 5 for the weapons (fast fire is not a weapon)

    and in height we can have 1 cell for the current ammo (all begin 0 besides blaster with, say, 10)

    another cell for hits required to kill enemy

    another for the max amount of rounds before you can't collect any more ammo per weapon

    and I guess a third to act like a boolean for fast-fire on or off (not sure if this could be done just via events though)

    Now, would this be the best way of setting up an array for this type of simple weapons system? If so, could you get away with adding and subtracting/retrieiving figures from the array without touching the expression editor?

  • I have conditions to set a staircase solid enabled when the player stands on it in a certain way, and I was going to use this method to allow my platform-behavior enemies to use the stairs in the same way. Trouble is, now whenever my enemy stands on the staircase and its solid state is enabled, my player character and other enemies are affected by it. Is there a way of setting the solid state for an object so the solid state is different for each character, rather than being a global setting for all characters?

  • I'm having massive tearing issues with nw.js using the latest beta of C2 and the latest NW.JS, I'm using fullscreen scale. Is it a v-sync issue?

  • I fixed it by setting the angle of the container to match the terrain also, seems okay now!

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  • Okay, here's the final trouble with this weasel, I have the angles sorted out nicely for the actual body, but the tail is wanging off at a funny kank for some reason, is the orientation of the tails angle defined by some coordinate I'm not aware of? Here: https://www.dropbox.com/s/nmj4ayeylsiv4 ... .capx?dl=0

  • Thanks for the suggestion, it works now by pinning to the container: https://www.dropbox.com/s/b5ph31o3xnh9t ... .capx?dl=0

    So, how come the pin works properly when ordered like this?

  • There is a system action :

    [quote:3dbrl7zv]Set minimum framerate

    Set the maximum delta-time (dt) value based on a framerate. The default minimum framerate is 30 FPS, meaning the maximum dt is 1 / 30 (= 33ms). If the framerate drops below 30 FPS, dt will still not exceed 1/30. This has the effect of the game going in to slow motion as it drops below the minimum framerate, rather than objects stepping further every frame to keep up the same real-world speed. This helps avoid skipped collisions due to stepping a very large distance every frame.

    You could try and mess with, although it likely won't get you the effect you are looking for.

    At worst, it can help you understand how the engine is coded on that level.

    Exactly, the slow-motion effect is what I'm trying to avoid, I want the effect of a low filmed frame-rate played back at the frame-rate it was recorded at, speaking in movie terms.

  • > Tried combining the container approach with this, and now the tail is offset and kinda moves slightly delayed? https://www.dropbox.com/s/o2yns4czyguw2 ... .capx?dl=0

    >

    There isn't a container, only an object called container..

    Besides that I guess the issue is now that events are read top to bottom and the tail is set to the imagepoint before other events move your weasel..

    so it is actually always one tick behind in movement..

    Sorry, I had it on my in-game version but forgot to add to this example. I've reuploaded, moved the events and added the container but the tail is still offset? Really appreciate your help so far! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> https://www.dropbox.com/s/ngqbuxtfpfuor ... .capx?dl=0

  • Not with a shader. The closest you could do right now is using LittleStain's suggestion and paste everything to that every X seconds.

    I see you made both the paster and canvas objects, nice! Which would you recommend would be best to try this with? Will be interesting to see how performance is with this.

  • Tried combining the container approach with this, and now the tail is offset and kinda moves slightly delayed? https://www.dropbox.com/s/o2yns4czyguw2 ... .capx?dl=0

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Zebbi

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