heyguy's Recent Forum Activity

  • Aquanex2 So I've created another way to create "movement that follows a specific path". I'm using bullet behaviors with invisible sprites that change the bullet speed and bullet angle of the player. I experimented and came up with 3 different ways to create movement along a path. I'm using the pathfinding behavior, the rex spline behavior and the bullet behavior. Take a look at my capx! I'm pretty happy with how it came out. Just need to add a reverse function to it now. I'm not moving a "platform", I'm moving the player but I imagine it'll be easy to change.

    Gmoney I modified your spline example to suit purposes. I want to move the player along the spline path when they collide with the object that travels the spline path. When the player collides with the object, they'll be pinned to it and the path function will run. I'm having a few issues. For some reason the zipline object on the path moves right at the start of layout. When it's being ridden, the zipline will actually leave the screen instead of stopping at point B. I'm unsure how I stop the ride and "disembark" the player and end the function. Would a sprite that unpins the character do that? Here's a gif of how the spline behavior is working.

    https://www.dropbox.com/s/yhsbxeiuz3350 ... .capx?dl=0

  • Aquanex2 So I've created another way to create "movement that follows a specific path". I'm using bullet behaviors with invisible sprites that change the bullet speed and bullet angle of the player. I experimented and came up with 3 different ways to create movement along a path. I'm using the pathfinding behavior, the rex spline behavior and the bullet behavior. Take a look at my capx! I'm pretty happy with how it came out. Just need to add a reverse function to it now. I'm not moving a "platform", I'm moving the player but I imagine it'll be easy to change.

    Gmoney I modified your spline example to suit purposes. I want to move the player along the spline path when they collide with the object that travels the spline path. When the player collides with the object, they'll be pinned to it and the path function will run. I'm having a few issues. For some reason the zipline object on the path moves right at the start of layout. When it's being ridden, the zipline will actually leave the screen instead of stopping at point B. I'm unsure how I stop the ride and "disembark" the player and end the function. Would a sprite that unpins the character do that? Here's a gif of how the spline behavior is working.

    https://www.dropbox.com/s/yhsbxeiuz3350 ... .capx?dl=0

  • Hey Sumyjkl! Thanks for taking the time to answer my question! You ask very good questions. I'll have to find out things like the other peoples share of the revenue. It's 3 people and two of us (me and the designer/IP owner) are located in the same town so we can work on the game fairly consistently. I'll mainly work on all the art stuff though he'll make some art stuff. I'd like for the game to consist entirely of my art since I can create a better quality of work but that all depends on time and stuff.

    [quote:3cn2hxa1]...and how high that percentage will go.

    Do you mean our projected profits?

    I'm trying to find out more definite things like release date, production goals, early access info and more. I'm not sure if it's going to be available on beta or early access. Legal costs seems like the complicated stuff though I think we can get some help on it. I was thinking 25-30 % share would be fairest, with the third team member making the least share of the profit. The rest would be profit, legal costs and marketing costs for the designer/IP owner. The ip owner talked about restricting release only one exclusive platform which seems like a waste. It's be restricting all the people that can play your game. I can see the appeal though.

  • I'm so sorry Gmoney! I've made a mistake! I wasn't very clear to begin with, my fault. So I'm making a retro pixel art game and the environments are made mostly entirely from tilemaps. I forgot the mention that and I thought that the code we'd brainstorm on here would probably be applicable as "On collision with Tilemap" somehow. Obviously, that's not the case here and would need entirely different code taking into account the tilemap . Sorry for your trouble !

    I guess I would need some sort of code that says Creature:On Collision with Tilemap and specifically checks if it's hitting the "side" of an individual tile on the tilemap? Is that something that's possible to do? I think I need to use some sort of bounding box expression to check if the player collides with side wall, yes? I just had a thought but I'm not sure if it'll work. Need to actually try it. I can give the creature an 8 way direction behavior(or platform behavior) and when the creature is left or right from a wall, mirror the animation?

  • Made some updates to the barrels and rollercoaster! Everyone will need rex Spline to open this new capx. So the barrels are working a lot more as intended. I've figured out how to get the correct rotation and angle on objects. I'm still having a bug where if you enter the "rotating" barrel from another barrel, the player gets shot straight down. Also, if you shoot yourself up from the rotating barrel and enter it again, you'll be shot straight down. Looking at my code, this shouldn't happen. When you enter the rotating barrel, I set the player bullet angle to barrel.angle. Can anyone take a look and figure out why that isn't working properly. I'll keep experimenting.

    Tekniko Any tips or suggestions on how I'm making these barrels work best? I think maybe I foresee problems with how I switch on and off collisions of the barrels for a moment but I'm not sure. I'm a pretty new at this. I'd like to make a combination of barrel to zipline/vice versa but that is currently breaking. I haven't taken a close look at that yet though. Thanks for looking at my post! Here's my capx. I've also created a small test spline rollercoaster on the bottom have of the layout! Check it out, collide with the ziplineSpline sprite!

    https://www.dropbox.com/s/b68c6jzckv7f2 ... .capx?dl=0

  • Gmoney Thanks for the suggestions. Adding barriers is definitely something I could do to get my desired effect. The problem is though that not even room is going to be a perfect square or rectangle like the capx example. There will be boxes, floating solids, elevated grounds, sloped tilemaps and more. I can't go through every room and place a barrier on every wall surface. I mean, I can...but I don't want to That's why I was trying to get the math correct on this.

    TwinBlazar Maybe because I'm using a bullet behavior, I'm shooting myself in the foot like Gmoney says? Maybe I should figure out a way to do this using the 8 way direction behavior and a sine wave? Would that be another way to create this simple Metroid enemy "AI" pattern/behavior? I edited the code like you said and I still can't get the bullet creature to behave similarly to the original Metroid creature above.

  • Gmoney Amazing! Thanks for the plug in repository and capx! I downloaded everything I needed and updated them all. Rex Spline is great! This is exactly what I needed. I imagine I can create some sort of Donkey Kong style tram car ride or something similar very easily with this!

  • Thanks Gmoney! Thanks TwinBlazar! So when you said " Creature.Bullet.AngleOfMotion ? If it is less than 90 OR more than 270", is this what you meant?

    Here's a capx of what I'm trying to do using Gmoney's modified capx <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> I'm ok with the creature abritary changing angles when it hits a corner. I can't imagine how I'd change angle on collision with tilemap. I found a similar behavior in a tutorial and tried to modify the code to fit my character. It almost works. My math sucks. It flips direction when it collides with the top or bottom solids, not the left and right solids.

    https://www.dropbox.com/s/az5f6inrk0nm7 ... .capx?dl=0

  • Hey all! Pretty simple question (I think) but I can't figure it out. I'm trying to create this super simple AI. It's basically just this creature from Metroid.

    What I've created is close enough. So in C2, it's just a sprite with a bullet behavior with bounce of solids set to Yes. In the event sheet all I have is On Start of Layout|AntiGravity Bullet Angle of Motion set 45 degrees. So very simple. How can I check when the creature is moving left or right so I can mirror/flip the animation?

    I couldn't find any info using search and I couldn't deduce how to work something out using debug. Any help would be appreciated! Also, notice how when the sprite collides with an edge of a tile map, the angle of motion changes drastically. How can prevent this? I want it to bounce diagonally at the same angle all the time. Thanks!

    EDIT: Sorry! I forgot to mention this! I'm creating a retro style project so most of the environment is made out of a tilemap. There will be some other solids like boxes and what not. I guess I'll need my creature to bounce left and right when the creature hits a tilemap wall. This is getting more complicated than I thought I would be.

  • Thanks signaljacker! Thanks calebbennetts Thanks so for much for the capx examples! They've really helped me think about this in the correct way. I knew I had to differentiate between going left and right. That and "Set Angle" was messing up my player collisions I think. I've got my code working now too so here's another example on how to replicate a zipline! Capx below! It's not as elegant as yours but it gets the job done too. This one has some instance variables that set the angle, speed and time of the zipline and player.

    I've run into a problem with my zipline. You can see it towards the end of the gif above. I guess I might not run into it with signaljacker's zipline. But how do I differentiate between the different instances of the zipline I collide with?

    So I've started creating the Donkey Kong Country cannon barrels <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> How do I set the bullet angle of the player with the angle of a rotating barrel? Take a look at this gif. I don't have the angle of the barrel correct and I'm blasting myself into the ground. Another more complicated question. How do I get it so that the player actually has to jump into and have a portion of his body overlapping with the barrel to "enter" the barrel? Right now, the numbers of the overlap offset confuse me.

    One more thing! I'm also trying to create a rollercoaster-type zipline that moves the player from point A to B (B would be the last point on the path). Here's my attempt. I'm trying to do it without any additional plug ins or behaviors. For now at least. After a bunch of research on the forums, I think I've come up with the easiest solution. I can't get it to work reliably though. What would be the best way to create this effect? Would it be easier using the Rex Spline plug in behavior? Anyway, thanks for all the help folks!

    https://www.dropbox.com/s/ti6m8ohmtcms2 ... .capx?dl=0

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  • Thanks for clearing thing up newt! There are already so many great resources here on the forums so I think I'll hold off on buying something for now. That's all good to know though.

  • Gmoney I think I do have them installed. I'm actually able to use MoveTo and Spline within the editor. I have both MoveTo and Spline installed into my C2 behaviors folder. I can add those behaviors to sprites in-game. I just can't seem to open the the capx for some reason. Do I have to drag and drop something into the C2 editor to fully install it?

    Aquanex2 Check this capx out. I think this makes moving waypoint to waypoint or along a certain path pretty easy if you'd rather not use plug ins. I found it yesterday and only started tweaking with it but I like the results so far!

    https://www.dropbox.com/s/9n73n98zux3cy ... .capx?dl=0

    edit: forgot the capx! Thanks Gmoney will download the newest versions and try again!

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heyguy

Member since 18 Jul, 2014

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