AnD4D's Forum Posts

  • Can you post a capx?

  • What do you want to happen if the ship hits the planet? I can push it around until it stops. If you don't want it to ever stop, or be moved by the ship, I'd give the bullet movement a go combined with the physics. This will allow the planet to move the ship, but may result in some unusual 'crushing' behaviour.

  • Hi Rhindon, Cool Avatar!

    The set up is based on a black sprite for the background - Plain, ordinary... nothing special. The light sprites were created externally. Just a circle with a gradient edging. White fading to transparent. These sprites have an effect > Blend mode added to it. Click on the Sprite and check the list to the level. It should say "Normal" as default. Change this to "Destination out" and you're done!

    As far as I am aware, this only really works with black and white sprites, but I may be mistaken. Give it a go, and let me know if you have any issues.

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  • AnD4D - Tagged for when I get home! Awesome stuff!

  • Hi guys,

    I've updated the movement so that it is physics based, and tidied up the movement a little. It's very difficult trying to make this intelligent. At the moment, the red ship isn't set up to fight, just fly around.

    Problems so far:

    1) The red ship will activate thrusters on the side when he's turning. Problem is, one or the other is always on, as he's always rotating, however slight it might be.

    2)I can not figure out how to have the zoom show all objects on screen if I decide to add others at a later date. I can handle 2, but that's it.

    Any help or advice appreciated.

  • Yeah, I can create the movement if I control it, but m intention is to create asteroids movement but AI controlled. I also can't stop the ships leaving the layout unless I apply dampening.

  • If I press file > new, I can see the mechanics for a vertical scroller appear as a template. Do you get that?

  • Hi guys,

    I'm trying to set up a layout which allows 2 ships to be controlled by AI, and move realistically around the layout. I have a very basic movement set up, and the ships are "intelligent" enough to avoid leaving the layout, but it's not anywhere near perfect.

    Ideally, I'd like to use the physics behaviour, but I have more control with the Custom Movement. If the ships approach the edge of the level, they slam on the brakes. I can turn on physics dampening, but I don't get the same results.

    Space Ships

    Does anybody have any advice on how I can improve the movement. I'd like the ships to automatically avoid one another, but try to get close enough to shoot each other. Very hard. Much easier in my head <img src="smileys/smiley36.gif" border="0" align="middle"> I have a good idea for that though, but I'd rather get the movement a bit more intelligent.

    Any advice is appreciated.

  • LOL! Well that was an hour wasted... <img src="smileys/smiley36.gif" border="0" align="middle" />

    Thanks newt!

  • Thanks newt

    Huh... that's what I had... It's just sat there doing nothing...

    Turrets confuse me!

    Please don't be a bug... :(

    On yours, the FPS counter is changing, averaging around 63, but there is no rotating or shooting taking place.

  • Really excited about the turret behaviour... but I honestly cannot get my head around it at all. <img src="smileys/smiley9.gif" border="0" align="middle" />

    I'm not sure how to get the turret to rotate to face the acquired target, or even fire a bullet. Anyone else having issues with it?

    I may just be a little simple... one of my habits it seems <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Thanks for your help sqiddster! I'll keep having a go, and will post if I have any luck!

  • What about having everything shrink instead of growing. That way you dont need to worry about zooming. Then, if your npc creatures scale is too small, destroy them.

  • sqiddster The idea was to have a space ship that could move around freely. The player ship's turrets would shoot the enemy weapons if it got within a certain range. I was thinking of basing it on vector rather than speed, as the turrets didn't have movement (so to speak) even though they do move.

    I've tried it with Ashley / code, but they all seemed to aim *dumb*.

    If the ships were just moving I could base the speed, etc off of the ship... but as you said, it's the rotation that seems to mess things up.

    This one got us beat? <img src="smileys/smiley11.gif" border="0" align="middle" />

  • I've still not had any luck - you sqiddster?

    I've made it less accurate, but not smooth (it's very shaky). I'll figure that out next :)