Drasa's Forum Posts

  • I experinced the same problem, but after reboot I was unable to reproduce it. So, it may be a problem with Construct, not just with the mouse.

  • Maybe you could make a warning message about saving a backup when importing .caps from older versions? Or the message could ask if you want Construct to make a backup copy of the file.

  • Woah! At last, new build \:D/ And we're getting closer to 1.0. Let's test it right away ->

  • fileshack.us/get_file.php

    That beizer curve thing but now with the mesh over the top!

    Yay! Btw, when does the new build come out? It has been already nearly month since last build. Does it also have the Plasma object?

    Ashley: Thanks a lot for the lerp() function! My head would have already exploded with that cubic bezier without that linear interpolation function ;). Maybe you could still add qarp() (quadratic interpolation: lerp(lerp(A, B, x), lerp(B, C, x), x), that's useful for smooth curves. People could make smoothly curving paths etc. without math.

  • Behaviors are only included if all the objects in the family have the behavior.

    That's why I they don't work - I had the physics and dragdrop behaviors with every member, and dragdrop doesn't show in event sheet editor's tabs at all and physics tab is empty.

  • Ah, you shouldn't be able to add different object types to a family. Families all have to be the same type of plugin (ie. all sprites, all text). You shouldn't be allowed to add text and sprite to a family - that's why it messes up and crashes.

    I realised one more thing about this. Even if the objects that belong into family are of same type, their behaviours might not be. How families should support this? I noticed that currently using families with behaviours doesn't work.

  • Made bezier curve with two control points. Apparently, the "System: 3 For each Point 0 " loop was unnecessary, so it removed, spine2.cap runs at 144FPS and this spine3.cap runs at 270FPS.

  • Arima: Yes, the "spine" is a bezier curve, and bezier curves can have many control points, however, there is seldom more than two besides of the starting and ending point, because that takes a lot of computing power (well, it's not noticeable with just one curve, but if you have a CAD program with thousands of them)... However, you could append many curves to a spline. I'll make a curve with two control points and then check if I can make a spline.

    Well. I got carried away and did this meanwhile. Now I made a mesh, whose every corner is movable and every side is modifiable by one control point.

    Note the last event! At first it was like this, and FPS was like shit:

    System: 3 For each Point 0 
    System: 3 For each CurveR 0 
    System: 3 For each CurveL 0 
    Point: 8 Value 'a' Equal to CurveR 0 .Value('a')
    Point: 8 Value 'a' Equal to CurveL0 .Value('a')
    

    Actions...

    [/code:kjeaaxe1]

    Then I changed it to this, and FPS magically jumped to ~70, as the number of processed loops reduced:

    System: 3 For each Point 0 
    System: 3 For each CurveR 0 
    Point: 8 Value 'a' Equal to CurveR 0 .Value('a')
    System: 3 For each CurveL 0 
    Point: 8 Value 'a' Equal to CurveL 0 .Value('a')
    

    Actions...

    [/code:kjeaaxe1]

    With one spline (and double nested loop), the FPS was ~130. So, triple nested loops really challenge the CPU

  • Actually, I have the same problem. I made a character that shoots rotating circle saw-like things. The projectile uses bullet movement, and if I make the sprite to rotate, the rotating angle affects the movement too. They should implement texture angles and actual moving angles separately.

  • AAARGH DDDD

    I laughed my head off when I saw your meat squares! They are great X). I can't wait to make some myself. And of course, spined tentacles too ;D.

    Maybe Scirra's next physics tech demo is going to be named "slaughterhouse.cap"...

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  • Hey! I got this idea from that Aquaria trailer and Arimas post about bones! I used a bezier as a "spine" for the mesh. I think that this effect is very useful for, trees waving in wind, tentacles, springs and such. What do you think?

  • Question: Can these mesh distortion effects placed on any surface or are these sprites-only? And do they use GPU or CPU?

  • Yay! Polar cordinates. Should have remembered! Thanks, Ashley.

    With polar coordinates, making these was easy:

  • Well, I used function object for workaround because it can be set to forget selected object list, but more control over picking would be definitely nice.

    I think that overlapping stops at the first overlapping pixel too, but maybe Ashley can confirm this?

  • I remember that getting position of collision was suggested back then, but Ashley said that it isn't that simple, as firstly, there can be many simultaneous overlapping pixels, and secondly, collisions are optimised that way that when first colliding pixel has occured, it conludes that sprites are colliding and stops further testing.

    Suggestion about picking: Action "remove object from selected object list"; I had this event where there was two sprites created and after creating action, there was an action that set an angle for them. The first object's angle was 0 and the second's 180. But when the second object was created, the first object was still on SOL and setting the angle at 180 would set both object's angle at 180.