Davioware's Forum Posts

  • Try add force (1000000/distance^2) (off the top of my head), and just keep playing around with the formula. At 1000 distance the ship only gets 1 pull force. at 100 distance it gets 100 pull force. You can also use clamp(300-distance,0,300) to make your formula return 0 instead of a negative number.

  • use custom movement for thrust based physics.

  • At the end of the event sheet set a pv called "last angle" to .angle. Then use the system compare: "angle is clockwise/counterclockwise of" to check it against the current angle. If the current angle is clockwise to the last angle then it turned right.

    Edit: Rojo beat me to it.

  • Saw the video on indiegames.com, it looks really good. I Didn't know you were involved! The concept is pretty cool, like tf2 mixed with battlezone. Does unity hold up well performance wise with a shader intensive fps like this? All the tech demos I've tried of complex unity fps's were really bad performance wise.

    I wish you luck davo, seems like a great project!

  • families maybe? They can be used for things like this sometimes. Depends on the exact situation though.

  • Construct is basically what mmf2 should have been; a complete redesign. MMF2 is Klik and play with more features, and the grid style event sheet should have been dropped after TGF. And yea, the competition is good for the click products. I can't wait to see what mmf3 brings.

  • How is exactly is it a feature newt? I'd say it's a bug. It would be so much easier to do some things if negative widths didn't break collisions. You can rotate the sprite 180* and turn on auto mirror if you want to be able to flip it with out breaking collisions. You can also make another animation, but that's a waste of vram.

  • Not that I know of. I know there was an update to performance a pretty long time ago though, by Ashley. There also might have been a rollback on something, which makes it run faster.

  • Tiled BG objects use the same amount of vram as sprites, given it's the same image. Tiled BG objects just allow you to stretch the object and have it tile, while only using one object. The advantage to only using one object is less CPU overhead. With 500 sprites arranged in a tiled formation, your using up (around) 500x the number of CPU cycles as you would with a Tiled BG object. Objects which exist use up CPU time, so it's best to try to cut down on the total number of objects in the layout. (ie, don't go over a few thousand). Using one object instead of many allows you to save CPU time, not vram.

  • superBloom is a bloom lighting shader with adjustable intensity, light bleed, luminosity color weights, and luminosity curve. It also features an editing mode which allows you to adjust the luminosity map (when active, it only renders the luminosity map).

    In the future I will attempt to make the light bleed better, since it's only 9 samples right now.

    Useful and nice as an event controlled post process.

    Without

    <img src="http://dl.dropbox.com/u/1010927/Forumpics/Bno.png">

    With

    <img src="http://dl.dropbox.com/u/1010927/Forumpics/Byes.png">

    Download: http://dl.dropbox.com/u/1010927/Forumpi ... rBloom.zip

    (comes with demo .cap and shader)

  • Don't do it, it's not worth the risk.

  • You shouldn't import huge images to use as backgrounds, it eats up VRAM. Anyways, if your game is rather small it shouldn't pose too much of a problem. Just add a tiled background object and import the graphic.

  • X occurs -> action

    It's not like a programming language where you can just say "new object;" without any conditionals.

    You must first add a condition like "always" if you want the statement to be executed every frame. Another way to make a statement that runs every frame is to just put a blank condition box and add an action to it. For example, add an "always" condition, then select "always" (the condition, not the whole event) then press delete.

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  • Don't use autosave, it might have bugs. It's safer to just save manually.

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