dupuqub's Recent Forum Activity

  • If I understand your problem correctly, you have 360 degrees of movement and whatever width you have on the bar. It shouldn't be more complex than a rule of three to translate one value to the other.

    As a side note, I would pin the ball to a point on the object you are actually spinning. It feels like the minimal way to do it.

    Hope that helps.

  • Hi!

    You'll probably have a better shot if you publish your idea in the official request page.

    Although, from my current experience developing a custom platform behavior (exactly because I was fighting the collision's ejection system), I don't think behavior changes are usually something Scirra actually considers, so, I wouldn't get my hopes up.

    Either way, I love your idea, and I hope I'm wrong.

    Cheers.

  • f***, why didn't I think of that. I gonna say I'm tired to not say I'm stupid lol.

    Flawless fix, thanks!

  • Your issue helped me to understand the Vectors a lot better! I'm extremely glad you mentioned it.

    But still, now I'm faced with this strange difference of Gamepad VS Keyboard that I never thought was to be an issue.

    Can you think of any workaround? I've been frying my brain trying to get a more succint approach, but the only "reasonable" solution was to get input directly from JavaScript, which is not great, but... I can't think of anything else.

    Still, I really appreciate the feedback, thanks.

  • So, I have this problem where my jumps go higher on a gamepad, even though I made the controls universal (at least I thought so.)

    The values on the image below reflect the "Player.Platform.VectorY" values, and there's a clear difference that I can't find why it exists.

    The file I'm using for this test is below.

    Gamepad_Keyboard.c3p

    Any feedback is appreciated.

    Cheers.

    EDIT: I updated the file to be more concise.

  • I really like how you made the voices unique with the different clicks, flawless.

    Also a very cool project overall, but the background art on the page really stood out for me, it looks dope af!

    Did your ever consider using that style for the dialogue portraits? or even the whole game? I mean pixel art is cool too, but I was really impressed by that style in the background art.

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  • Sorry about the confusion. At the start of the game, the system should generate five pairs of letters in boxes. I thought starting with one letter and one row would be the easiest way to figure out the logic.

    I've gotten as far as creating a layout and naming boxes. Someone much younger and smarter than me told me this would be easy to build on this platform. I think I'm in over my head. The world needs ditchdiggers, too.

    Many years ago I thought I could never code/make games. I was 100% convinced of it, but some people around me told me it was possible, and I was lucky to believe them (I have since worked on many projects as a programmer and web dev). I'm telling you right now, you can do this, and we are all here to help you.

    Now, concerning your specific issue, firstly I'd suggest going through dop2000 idea, it's very informative and generally useful.

    Secondly, if I understand correctly, I would make some empty String variables to be the containers for your pairs.

    Then I'd make dop2000 code into a function that returns one of the random letters, and use a "repeat" or "for" loop to run the function as many times as you need and populate the empty strings.

    All the best! You can do this.

  • Thank you for the feedback! I believe it shows nothing on safari iOS because it only shows something when a key is pressed in WASD. I can in the future make it mobile friendly for sure.

    I'll also think about implementing a way to save the noise normalization, and maybe also save the map in a Json or smt so the movement is more fluid.

    Currently though I'll research the math a little bit more, because the higher I set the sphere radius, the more distortion I get in the seams, I don't know why yet, but I believe I'll be able to find out.

  • Hi!

    Recently I've been very interested in the idea of a seamless map generated by noise, but I got really frustrated that (afaik) C3 doesn't have something like a toggle to generate a seamless noise...

    So I started developing a Latitude/Longitude to Cartesian, so we could walk on the surface of a sphere, but still showing as a plane.

    First things first, it's working, and if you want to use it, feel free to.

    But the catch is, I've always been lousy with maths, and honestly I got it working fine, but I don't know exactly how it's working, because while researching the topic I faced several different formulas of translation from lat/lon -> cart, and also found several sources citing that I should translate the degress to radians, although when I do so, the image stops being seamless.

    If anyone would care to help me understand with more depth and improve this system, I wish we could at some point make it a little more reusable, and give it to the community as a template if that's of interest.

    Seamless_Noise.c3p

    I appreciate any feedback.

    Cheers!

    Tagged:

  • My monitor is at 1920,1080 resolution, as my viewport and layer size in the engine.

    When I changed the resolution, obviously the snapshot changed sizes, but How come a 256 by 256 Canvas is measured at 257 and 257 in the undisturbed 1920 by 1080 resolution?

  • The thing is I did exactly that, I tripled the size of the walls, I also did try Bullet and Sine as per your idea, but the character still managed to clip through.

    In the end there's nothing I can trust regarding movement, I honestly gave up using the behaviors provided and resorted to build a custom movement system that is precise.

    I deeply appreciate your input though.

  • WackyToaster This was my first instinct, you can even see in the gif that the moving platform has a number in it, this is how many pixels the platform moved, and I added that to the character, but unless I make it go down also, which looks not so good, because it appears to be teleporting, since I have to go beyond the midpoint in the hitbox, it won't work.

    rojohound This is exactly what I'm doing, I have a box that moves around and then a sprite on top of it that I animate accordingly. I actually only did that trying to fix a wall glitch issue I posted here, but after making it so, the issue persisted, and so did this issue.

    But either way, I deeply appreciate the feedback.

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dupuqub

Member since 4 Aug, 2019

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