AnD4D's Forum Posts

  • See that green arrow? That means it's a trigger once. This will override the every tick you have just below it. The keyboard works because it's effectively triggering a repeated state of on and off.

    Perhaps you should use a boolean instead, and have it triggered on. Then, when it's on, run event 16.

  • Stealing object? What?

    Just use the platform behaviour and apply a -y vector to it when you want to flap. Then check it's y position when you want it to glide and ensure it never goes below this level. You can top this off by lowering gravity, so it falls slower, and give it a constant X movement.

    Alternatively, you can use the custom movement.

    This question is easy and suggests you haven't really tried it out. There's a manual and even a beginner how-to section to avoid pushing the more advanced users questions down.

  • Very interesting behaviour. I like it a lot. Similar to what I'm looking for.

    How did you retrieve the angle of the surface? Is there a way to do it based on an object's position rather than touch?

    For example, if an object is high up, is there a way to see the surface angle beneath its 'feet' so that a check can be made to see if it would land successfully?

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  • Is there a way to determine the angle of a surface?

    Say I have a square sprite, rotated at a random angle. I know if I use the bullet behaviour, the bullet can collide with the surface and know the angle it needs to deflect off at. However, I intend on using a platform behaviour on top of this angle, so it'll recognize not only what angle it needs to stand at, but also know what angle to jump at. I don't want to it simply jump vertically straight up, but rather at the angle of the surface.

    That make sense?

    I've tried doing it manually by having an object check whether or not it's touching the floor with both corners and rotating itself accordingly, but it's not instant and can lead to some juddering as it tries to set itself.

  • > I know I've posted this before, but have no idea if it's HTML5 or Javascript.

    >

    > http://ncase.me/sight-and-light/

    >

    That particular solution effectively brute-forces penumbras by having 11 separate lights! That's going to be quite a hammer on performance. The WebGL solution looks better with only a single light.

    I know the NWF is an exception, but I'd rather focus on the majority of platforms rather than just the one, even if it's Nintendo...

    Ashley Can't blame you for that... I just don't get Nintendo's decisions a lot of the time...

    With the version I linked to, I was just focussing on non penumbra shadows. Could the technique you used to generate penumbras on your shadow light not be applied to this example when using WebGL? Therefore giving the option of multiple light sources on one layer, along with canvas2d support?

  • > Anything that'll allow me too use multiple light sources and many shadows without WebGL is all I need.

    >

    This is basically impossible. WebGL is a requirement for advanced rendering effects. canvas2d is very primitive in comparison and already effects like the penumbras with a shadow radius are only supported in WebGL mode. Why is canvas2d support so important to you still? As mentioned, we are likely to drop canvas2d support entirely at some point in the future, particularly because pretty much everything that people asked for in this thread is basically impossible to do in canvas2d, so only supporting WebGL opens the door to more advanced rendering features.

    Ashley I only consider it important because I work on NWF. Therefore, I am restricted only to canvas2d. For some reason, they can't be bothered to support WebGL, so I'm tethered to using less developed effects. I don't personally care about penumbras too much.

    I know in the end it boils down to it being their fault and not yours... but I swear I've seen decent shadows on canvas 2d with multiple light sources before.

    I know I've posted this before, but have no idea if it's HTML5 or Javascript.

    http://ncase.me/sight-and-light/

  • I thought preloading was only for html5 games, where it needs to download the music, sound, etc.

  • That's an interesting idea. Never thought of it before, but it would be useful.

  • I'd be interested in this... but it looks like it's just all free stuff. Where's the profit?

    As a by the by, I've been looking for an artist to help me make some multiplayer games for the Wii U, Steam and mobile. I like the look of your work, so if you're interested.

  • Anything that'll allow me too use multiple light sources and many shadows without WebGL is all I need. Been asking for this since 2014, along with an update to Sprite Font.

    Instead, we get more exporters which are removed months later.

  • neverk

    Surely that means you have to have a bunch of variables controlling such things. The simplicity of the normal physics engine is you just set the physics force strength and the angle.

    My code currently simulates something of a black hole. The closer you are to it, the greater the force. Can't see how I'd achieve the same with this one.

  • As an update to this, multiple games are affected by this issue.

    8 layers seems to be the magic number when using the debug.

  • I've heard this has better results than box2d... might someone be able to tell me how to apply force at angle?

    I can see there's apply at offset, etc... but I'm trying to covert my current code over. Isn't it as simple as apply force at 90 degrees? I keep reading that this is used for joints etc... so am I using it for the wrong thing?

  • Just a quick question. Anyone else noticing an FPS drop depending on how many layers you have in debug mode?

    I was working on a game with 3 layers perfectly fine, but then added 2 extra. Suddenly, when in debug I'm hitting 20+fps less than I was before, with no other changes made. Then I worked my way up to 8 layers, and I'm back to 60fps. I can't see what may be causing the slow down, but I noticed this about 5 versions back, and though it'd be a random glitch that'd be resolved in the next stable release.

    Just upgraded, and still an issue.

    Wanted to know if it was just me, or something else. Just annoying me at the moment, as the game I'm working on is constantly on 5 layers per level. Ashley has mentioned before that the number of layers shouldn't affect anything, so that's why I'm scratching my head.

  • Interesting additional (potential) problem. While creating a font size of 144, and including a lot of additional characters, I was given an exported image of over 4096 x 1024. Construct 2 came up with a message saying anything over 4096 doesn't work on all devices.

    Just wondering why the system didn't try to create a 2048 x 2048 rather than go for the larger width.