Ashley's Forum Posts

  • Wooeeeeeeeoooooooeeeeoooooooo flamewar alert!

    Cheez, you were not justified in your aggressive tone. These people are kind enough to type up replies with suggestions trying to help you, so you don't need to go biting the hand that feeds. If you disagree, my forum, my rules. And deadeye, there was no need to come back with counterinsults. That will only make things worse.

    Politeness, guys. It's really simple.

    Anyways, lock on this one (Cheez said they would attempt it by hand).

  • Haha, love Futurama Yes that's a good idea - you can use the dumb aim for easy mode, and linear aim for hard mode to make the enemies more intelligent. I'm all in favour of ways to make games harder via gameplay rather than spamming you with more enemies.

  • Angles in Construct work as bearings, with 0 degrees pointing along the X axis and incrementing clockwise. Going by the diagram above, you can find the bearing from B->A using angle(B.X, B.Y, A.X, A.Y) and B-C with angle(B.X, B.Y, A.X, A.Y). However, to get the angle between the two bearings is a bit trickier - you can't just subtract them (sometimes you'll get something like 0 and 270 - the difference is clearly 90 degrees, not 270 as you'd get by subtraction). This requires some funky math which would be a fair bit easier to add as built in expressions to Construct. I'll see if I can add something like that for the next build.

    As deadeye said, what's the end result you want? There might be an easier way if its for a game or something.

    Cheez: lay off the insults. People are trying to help you.

  • OK, I'll add an aliased/antialiased text mode for next build.

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  • What's wrong with them?

  • Couldn't you just use 'Rotate toward angle' and put in the linearaim expression? Then it will always rotate toward where it needs to aim to hit the target.

  • No. There needs to be a separate encryption plugin for this.

  • I could do, but it looks pretty ugly!

    Also, for pixel art games you might like turning the sampler in application properties from linear to point, which will stop the "smoothing" effect.

  • I think so. Try it and see.

  • I've started documenting some of Construct's behaviors. Have a look here:

    Behaviors list

    Any thoughts on additions/clarity/contributions etc welcomed.

  • Download Plugin SDK 0.96.4

    This plugin SDK is now fully static linked. The SDK will no longer support dynamic linkage to the CRT or MFC DLLs.

    This release is fully up to date with 0.96.4's interfaces so you can take advantage of the newest SDK abilities, such as custom 3D rendering, timescaling and so on.

  • [quote:2ptzoyk0]I hardly see how you can say that, given that I wouldn't have a clue about the first thing to do if I had to do it without that particle object. Maybe you could offer an "advanced" particle object to make it easy to do those things without detracting from the original particle object's specialties?

    It's actually not hard at all - try spawning a load of sprites with a bullet movement from a point (use the accuracy for the cone of spray), and then you can make random adjustments to angle, speed or whatever. Still, I guess doing all that automatically would be useful. Maybe it could be expanded in future.

  • No, it's already fixed for the next build.

  • I can see that you can make particles use an image, but it doesn't seem like you can make them rotate the same way you can make them move around.

    The particles object is designed to be a faster alternative to using sprites. By using a single image and no rotations, the GPU can render particles about four times faster than with sprites. As soon as you start rotating them and changing textures you lose these advantages. We could add the features you ask for, but then the Particles object offers no advantages over using ordinary sprites, which would make it a bit redundant.

    [quote:1q3htpw8]Another thing I'd like to point out and ask about is the picture editor.

    Will see what we can do about that...

  • Oops, that's a bug. Fixed for the next build.

    For now as a workaround set a text object to Sprite.Value('Frame'), then pass the text object's text to the expression parameter, and it should be accepted.