Ashley's Forum Posts

  • You need to get the player's distance from previous position at some time interval (Say 100ms) and base your zoom on that.

    ...which is equivalent to it's speed, which Rich pointed out:

    You can base the zooming in/out on your character's movement speed using a simple formula

    So you just need to set the X and Y zoom ratios to something like 100 - player[movement].speed / 10. Something like that. Play with the numbers to get it exactly right. No need for anything more complicated.

  • I think a physics platform movement (among others, like a physics car movement etc) would be useful to users. But it would be difficult and time consuming to complete. I don't think we'll do that before 1.0, since it's more important the core is stable, and I think it's possible to do a custom physics movement engine with events, so it's not impossible.

    As for bone bugs, bug Davo about them, it's his plugin

  • What do I do? Neither P nor the Pause key pause the game. Which bit are you talking about?

  • Remember to post all bugs on the tracker if you haven't already!

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  • is it possible for a plugin to use some of these same conversion functions internally?

    No, those functions aren't available at runtime (even the runtime doesn't use them, because expressions are exported to the runtime in a preprocessed format).

  • Nice graphics I thought the way your bullets move quite slowly compared to theirs made it hard, but I love the parallaxing space background!

  • I think this is a satirical comment on Ghost Shooter mods, folks

  • IIRC (David should be able to confirm) the mass of an object is proportional to its size. Therefore bigger objects require more force. If you're using a custom collision mask, it depends on the area inside the polygon.

    I'm not sure this is the best way to do it, actually. It doesn't seem to make sense saying "Mass = 1" then having that change if you stretch the object...

    And yes, if you use an ellipse, it'll have the same with/height as the bounding box.

  • right now i don't think it exports the correct dx update

    It doesn't export any DirectX update.

    You can just put d3dx9_39.dll in the same folder as the EXE and it should work without any updates - however, if you use XAudio2, you need other DirectX files, so go for the installer/dxwebsetup thing.

    FYI the error message directs the user to this page, where the very first thing listed is what they need to install.

  • I think that I found the answer:

    Z order = ( X + Y ) / 2

    Is this correct (so simple)?

    I think that's right for specifically 45 degrees. There'd be some trig for other angles, but especially for 45 degrees, that should work

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  • Either way, you would probably want to use a mesh.

    It actually looks like simple parallax scrolling (change the layer scroll rates). Also you don't need a mesh at all if it's just a flat object in the distance - just use Z elevation.

  • Fullscreen had problems in 0.99/0.99.2, but it should work in either 0.98.9 or 0.99.3.

  • Download 0.99.3 now! (unstable)

    Link to 0.99.2 changelog

    This build fixes some of the final (hopefully) problems introduced by the 0.99 update. Take note of the breaking change, and exercise usual caution since it's an unstable build.

    Possible breaking changes

    • [CHANGE] The 'Create object' actions in the System object, and the 'Spawn object' action of the Sprite object, previously picked all events created in the event. In 0.99.3, it now instead only picks the last object created with the action. In other words, events like the following now have different behavior:

    + Start of layout

    -> Create A

    -> Create A

    -> Create A

    -> Set A position to (100,100)

    The old behavior was to set all three A's position to (100,100). In 0.99.3, the action only applies to the last created object, so two As are not moved, and the third one moves to (100,100). If you want the old behavior in 0.99.3, you would need to copy the set position action after each of the Create actions. This allows greater flexibility in managing created objects (eg. you can now create two objects and move them to different positions in the same event), and fixes some annoying bugs with creating objects in loops.

    Tip: if this becomes annoying because you create a lot of objects in an event, try re-factoring with a 'repeat N times' condition like so:

    + Start of layout

    + Repeat N times

    -> Create A

    -> Set something in A...

    Changelog

    Behaviors

    • [FIX] RTS movement: configuration error causing error on startup
    • [FIX] Platform Movement: Jitter bug with left and right gravity direction
    • [FIX] Platform Movement: On ground registering unexpectly when jumping up through a platform
    • [FIX] Physics: massive memory leak causing crashes in a few seconds under some circumstances
    • [FIX] Physics: crash calling actions (eg. Set Mass) immediately after creating object

    Effects

    • [FIX] Mask - Transparent pixels were unaffected

    General

    • [FIX] Crash removing layouts
    • [FIX] Infinite loop removing event sheets
    • [FIX] A crash when loading an application which had sound resources (caused verifier to crash, therefore saving crashed too)
    • [FIX] Crash previewing some large applications
    • [FIX] Potential crash loading and previewing old .caps

    Plugins

    • [ADD] Particles: action to set particle opacity
    • [ADD] Image Manipulator: new set rgb action
    • [FIX] Sprite: loading an image from file now updates the collision mask
    • [FIX] Sprite: glitch/crashes when using extremely large distort maps. These are not supported.
    • [FIX] Image Manipulator: set r/g/b actions now take values instead of colour parameters
    • [FIX] Light: showed at wrong position for one tick after being created
    • [CHANGE] Sprite: picking behavior of 'spawn object' modified. See breaking changes.

    Runtime

    • [FIX] Objects could disappear when layers rotated
    • [FIX] 'Else' following a 'Sprite overlaps X' condition sometimes ran even when the event was true
    • [FIX] Switching fullscreen mode caused rendering to stop
    • [CHANGE] Picking behavior of system 'create object' actions modified. See breaking changes.