shinkan's Recent Forum Activity

  • i just say you should try

    'cos i seen somewhere on youtube movie from some game that uses "rope-physics" on their some kind of spaceship and it looks great, but on the other side as you said, it would be very tough to make it work nice.

    anyway just an idea, keep up good work

  • on debugger there's a "trevelled" under Bullet tab - it just shows distance the sprite travell from bullet activation.

    and what i was doing is that:

    When you press mouse button, bullet activates and move sprite to mouse position, sets distance value between mouse and sprite as a bullet "range".

    If "bullet exceeded range" then bullet is deactivated and stops the sprite.

    ie. on first couse click "range" is 300 (distance between mouse and sprite)

    when sprite moves, "travelled" option is rising, when it reach "range" witch is 300 - > sprite stops - everything is fine.

    but when you click mouse one more time the "travelled" keep rising up from 300...

    It's nothing serious really, just having fun testing and playing with behaviors.

  • must admit, IK is perfect

    ...but only if you can understand things like:

    "Set Angle to global('AC')+acos((B.Width^2+global('C')^2-A.width^2)/(2*B.width*global('C')))" - i can't to be honest (and probably most of new users) :/.

    I was thinking rather of doing the same thing you did but in extreamly easy way. The same way is with bone movement - you can do some crazy event or you can just open bone editor and make it work like you want in very easy way. That's my point

  • that would be very usefull especially for cinematics

  • yes you are right, but what if you need more than 2? You could just setup IK in editor between as many arms as you need and drag it in runtime without any events.

    btw. can you post your *.cap file? just curious what kind of ik system you have

  • can't run the game

    "An invalid texture was referenced.

    This is a bug, please report it."

  • Is there a way to reset "Travelled distance" in bullet behavior?

    ps. "activate at start" for bullet would be nice addon

  • I was just thinking about "inverse kinematics" movement addon.

    For now we can make that kind of effect only by hinges or events, but both of them needs many line of code.

    Ie. for arm you have: Upper Arm, Lower Arm and Hand (and fingers for hardcore creators) and you need to set them up by many event. Only bone movement behavior (which is really amazing) allow to do it in simple way but only in editor and not in runtime. I'm sure that's not that hard to make as a sepreate behavior or even better as bone movement addition. Just select "parent" and "children" sprites and that's it. Link between them will allow you to move whole arm (in proper way) by dragging the hand only.

  • That one's good.

    I'm just not sure about those slops - i know they suposed to be simple, but looks kind of weird when player stand on the bottom sprite overlapse withe the horizontal platform and when he's on top one of his legs is on the platform and the other one is in the air...but anyway im just moaning

  • You should try to use something like that rope thingy for the threads, could be a nice effect too.

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  • Everybody loves poor zombie )

    sounds really good.

    fix the link to file and maybe put an image from game

  • <img src="http://www.ilmc.pl/shinkan/sprite.JPG">

    Black outline of red rectangle is croped in picture editor to 80x80, after save its 128x128 in layout.

    It's doing same thing everytime i create new sprite - sets size to 128x128 after save.

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shinkan

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