David's Forum Posts

  • You do not have permission to view this post

  • LOL

    Ah, excellent

  • If you pause by setting time delta to 0, then objects wont move and the particle object will stop spawning particles.

    I imagine you might be writing:

    Set life to life - 1

    instead, replace 1 with timedelta*60

    That way, pausing will work, and if you decide to add slow motion into your game, you wont need to worry about particles being destroyed too fast

  • As for moving the main joint...I have a bit of a delemma with that...

    Lets say you have the main joint move downwards for a crouch animation.

    Now...each frame the joint thinks 'ah i need to move downwards a few pixels' and it all works sweet.

    But now you bang in a platform behavior object, and add the action:

    Always - Set position of body to player

    This means each frame the body is positioned to the player, and then it moves down a few pixels...resulting in no movement at all....

    So I'm still unsure of how to resolve this one...

  • How on earth did I manage to post that in the wrong spot

    wtf... lol

  • Makes sense ... you need to spend money to make money usually... just kinda sad since students are always broke and selling applications cheap is a good way to make money to afford the next value pack of 2 minute noodles

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • You do not have permission to view this post

  • Just tested it, make no difference...looks like the shader compiler is very intelligent!

    However, the problem is changing this will cause existing caps that use the effect to not look right (people would have to modify their events and effect parameters)

  • Originally the 0.5 meant you want the light source in the middle. We can easily change the shader to use real co-ordinates (or at least pixels, so you dont have to divide by width) but what i'm not certain about is if adding the maths into the shader code will have an impact on performance, or if the shader compiler is smart enough to think 'well that parameter doesn't change during the procedure, so i can simply this by performing the maths before looping all the pixels.

    I'll test now brb

  • I'll think about it...but there are properties in sprite which allow some basic control so 45 degrees means it choses the right facing animation frame and wont rotate...but yeah having more power over that is a good thing.

    So to prevent 'breaking' old applications we need to impliment this by adding an action...

    either : 'Overwrite render angle' or 'Overwrite animation direction' so that if the action isn't called the two are linked...

  • the no bounds thing is wrong. In debug mode, it checks for you, and if your out it crashes with an error

  • <img src="http://img135.imageshack.us/img135/5851/stllol.jpg">

    What do fellow programmers think?

  • plasma x speed and plasma y speed see properties

  • When an object rotates, its bounding box gets bigger...i'm guessin that the effect chain uses the width/height of the object rather than the bounding box's width/height somewhere.

  • By the sounds of it I think I'm going to have to add separate properties for each limb/bone.

    So you could click the arm, and you'd have (idealy) options for width, height, animation name, animation frame?, filter, opacity, visibility, etc.

    If only my uni homework would do itself for me