arontwose's Forum Posts

  • Ok... a slight tangent from the thread, but here is a quick prototype I wrote way back in 2002 in Blitz3D

    It basically reads the map data from a 12*12 array grid... from that I can then show the same map in 8 different rotations including Isometric, which I hope shows visually Ashley's comment that Graphics are just a representation of the data.

    Run the application from inside the folder

    Use WASD to move around and QE to rotate the view...

    You can also use the mouse to read the grid coordinates

    IsoEngine.rar file

    May help may not :D

  • Q4. use the action "turn to angle" the lower the amount the longer it will take for the plane to reach the specified angle. Should give you the effect your after :)

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  • R0J0hound

    Once again thanks :) after a little playing around I managed to use your example to get the result I was after.

    I did have a few questions (but didn't want to derail your other thread)is it possible to have objects of varying sizes/radius?

    Also I originally used the first created instance of p1 and stored its UID so I could then reference it to be used as the player. However I didn't know how to do a comparison between the first instance of p1 and all other p1 objects so that I can then make them avoid it.

    In the end I had to add a separate player object, this isn't ideal it would be better if it was also included with the p1 collision events.

    Use mouse to control the player, Cap file:

    capx

    Cheers

  • R0J0hound

    I posted a "How do I" yesterday for something similar to your Verlet and Sat example so this is fantastic :D I have spent the last few days, trying to create something similar... I'm almost there now but with your cap file I might finally be able to crack it.

    I needed it for a sheep round up mini game as I didn't want the sheep to overlap, especially when pushed into the corner of the field.

    This couldn't have come at a better time... Cheers

  • Hi,

    I have been trying to figure out how to get objects to push each other around when they collide, without overlapping each other. I am sure this can be done with the physics behaviour but I couldn't figure out how to get the objects to move at a set(constant) speed then stop, rather than accelerating and slowing down.

    • Eventually the movement will be controlled by touch.
    • Objects should slide along the walls rather than stopping.
    • Objects should be able to push each other around.

    I have included a cap file that shows how I would like the movement to be. Use arrow keys to control player:

    capx

    Any help on how I can get a similar style of movement using physics objects would be great... or how I can adapt the current cap file to include wall slide and pushing of objects.

    Cheers

  • I have also come across this problem...

    C2 on some occasions seems to lag, if I click the action or event box there is a 1-2sec delay before it opens, if I start typing in an input box there is around a 1/4sec delay between each letter appearing on the screen.

    I then have to minimize C2 and maximize it to get it to return back to normal.

    Unfortunately I haven't been unable to find the cause of this problem.

    It isn't connected to the size of the project either, only yesterday I was making a small prototype game approx 20 stationary sprites and 60 events and had the same problem...

    At least the minimize maximize trick works

  • Yann created a set of functions on this topic, I've reposted (hope thats ok) the links here as I have found them very useful :)

    Topic:

    http://www.scirra.com/forum/various-ease-in-ease-out-through-functions_topic66359.html

    Yanns Demo

    Yanns Capx

  • Use a variable bulletTOTAL to track the number of bullets

    Each time you create/spawn a bullet add 1 to bulletTOTAL

    Each time you destroy a bullet minus 1 from bulletTOTAL

    Then use...

    Event -> Compare variable bulletTOTAL < 4

    Actions -> Create Bullet etc

  • Solano

    You may find this forum post interesting - page 1 - Yann posted a great set of functions that perform various types of ease in and out

    http://www.scirra.com/forum/various-ease-in-ease-out-through-functions_topic66359.html

  • Try putting it inside the "Trigger Once" Event under System...

  • Great little game, really enjoyed it :)

    I love the idea of your score being tied to your ability to shoot, the shield feature would be great addition... sometimes you get a situation where you simply don't get enough time to real off enough shots to get through a chunk of squares.

    A shield could drain 100 score per second and every block it destroys you lose an additional 250 score making it very expensive to use. If it is able to be toggled instantly this would be great for those split second saves...

  • Use [Event -> System -> Compare two values]

    ball.Y >= computer.Y -> [Action] Add 5 to computer.Y

    ball.Y < computer.Y -> [Action] Subtract 5 from computer.Y

    You will have to adjust the value 5 to something that works for your game...

    not much else too it :)

    Antichamber

    Dead Space 2

    Crysis 2

    STALKER Shadow of Chernobyl

  • A slight workaround...

    In my projects I create two constant vars one called FALSE set to 0 and another called TRUE set to 1

    This means when I'm using global/local vars that technically are acting as Boolean values my code is easier to read and understand

  • Select a sprite you have added to your layout...

    (Either from the layout directly or from Project or Object Panel)

    On the "Properties" panel you have various properties you can edit such as the name its layer angle etc

    One of these sections is called "Instance Variables"

    Under this section you can add variables that are directly attached to the object... rather than creating local and global variables in the event sheet.

    If the sprite is your player you might add a "health" value or something similar

    https://www.scirra.com/manual/73/instance-variables