Colludium's Forum Posts

  • Thanks, Kyatric - great news!

  • Diary already cleared .

  • My post above was made before the general announcement was made (& I think it was my bug report email that instigated the current chaos ).

  • Is it wrong to enjoy making a character die so many different ways?

  • Thank you spongehammer!

    ...with luck you might be able to pack your " real job " in

    That would be utopia, although I quite like my proper job - which equals a dilemma of the highest order. Maybe I could turn my proper job into a hobby and keep my hobby as a hobby as well!

    So, update so far. It's going to take me a couple of weeks of work and then I hope to have a demo level 1 ready. Everyone will be welcome to give it a play and pick holes or suggest tweaks and ideas. My kids are great for ideas but some of them are too 'imaginative'... Also, the more I do the more I realize that I've still got left to do, which must then be added to the continually lengthening list of game-play idea additions...

    There's no way I could have done any of the animation without Spriter; it's proved to be invaluable because of the smooth animation transitions that would be impossible to achieve between traditional animations (so far I have just under 30 animations and I expect to easily double that number of the coming months). Integrating the plugin was sheer brilliance for C2.

    Next planned events: underwater swimming, a couple of extra ways to die and then demo level 1 tidying.

  • Have you considered creating a 9patch container to include a sensor sprite? On create 9patch, size the sensor object to the 9patch dimensions so you can use it for any collision checking. Not perfect, but at least it'll give you access to any 9patch object variables and it shouldn't require a major re-write of your event sheets. Apologies if you've already considered this, but a work-around might be the only solution (I seem to recall this sort of thing being asked for a long time ago).

  • I've been busy this week - unfortunately, it's been my real job that's demanded my time. However, I've still managed to add swimming to the player's repertoire.

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  • Sure. I used one equation of motion (variables: u is starting velocity, s is displacement, a is acceleration and t is time taken):

    s = ut + 0.5 at^2

    By setting the arrow time of flight to a constant and known value, it becomes easy to figure out the missing variables. This does not necessarily reflect reality, but it's more than good enough for a game. For movement in the x direction, I chose to make the movement linear in all screen directions ie constant x velocity and zero acceleration. Thus the equation becomes u = s / t.

    For movement in the y direction (ie vertical) I had to consider gravity acceleration. The variable s is the difference between start and end y values. Starting velocity is then figured by manipulating the equation to give u = (s - 0.5 at^2 ) / t. All of the variables s, a and t are known, so the starting vertical velocity can be figured out. That leaves moving the arrows, which is done every tick by giving each arrow object an object variable Y_Vel (for y velocity)... et voila!

  • Here you go... Click to mark a target position and the arrows will fly to hit each one precisely. I enjoyed putting this together .

    URL deleted. See later post on page 2 for update.

  • The bullet behaviour already has gravity - just use that to make the bullet describe a parabolic arc. It's as simple as that for a side view game; if your game is isometric then the maths will be more involved and you'll have to vary bullet speed and apparent gravity according to shoot angle / player heading.

    Edit to add: If you want to calculate the shot angle so the bullet describes a parabola and then hits the intended target, you'll need to solve the equations of motion for x and y velocities - x velocity constant, y velocity accelerated by gravity and overall distance traveled the delta y from turret to target.

    For x: s = ut

    For y: s = ut + 0.5at^2

    Time traveled for both is the same... I'm using my phone now but if this is what your after I'll try and put together an example later.

  • I think the Tint effect was the one I was using as well, IIRC...

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  • Have you tried using Particles? I understand they have a minimal overhead compared to the Sprite object. I'm on my phone so can't check the capx yet.

  • Are you using any effects on them?

  • I'm afraid that this is almost certainly a bug with a third party plugin - are you using SpriteFont+ by any chance? I had this a year ago with that plugin. I think disabling effects in the editor fixed it iirc - I was using effects to change the font's color. If not the modified plugin, identifying the cause would be of interest to me as well.