DtrQ's Forum Posts

  • I think the problem is hotspot.

    Keep position of all hotspots of all frames of all animations at same coordinates.

    Select hotspot tool, press "5" on numpad to place hotspot to center of frame, then hold Alt and click on hotspot to apply this hotspot's position to all frames in animation.

    Repeat it for all animations

  • Is it only test level, with no enemies, or I've just stuck?

  • FF5 - 60fps at first few seconds, then droped to ~30fps

    Opera 11.11 - 5fps

    Win7, P4 3.3Ghz, 2GB RAM, Radeon hd 2600xt

  • Hi lucid, I have suggestion about new expression, I think it will be very handy.

    Something like usual lerp, but with persistent speed. Like lerp\cosp it will have starting value, goal value and change speed rate. I know I can compare values to determine in wich side move from starting value, but to have it all in one expression will better.

    (Sorry if I missed something like that already exists)

  • Successfully logged with temp password, can I change it now, is it safe?

  • Wars over? Don't think so.

  • You are doing somthing wrong

    Sprite[Platform].VectorX works fine for me

    Are you sure you are using "set text" action under "Always" condition?

  • Try this

    http://dl.dropbox.com/u/24325446/tar.zip

    (I used "-1" for NumTokens because of some crappy stuff appeared in the end of string, don't know what it was)

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  • everything in construct is a plugin. every object and behavior is created with the same sdk. the only difference is some are official plugins made by ash, davo, and rich, and some aren't. I can definitely respect wanting to understand the math well enough to do it without the new plug, and tulamide already showed how, but avoiding using the faster way once you do understand it is kinda pointless, imho. Especially since in circumstances where it takes more than one construct expression to achieve it, the plugin will always be faster, both in the time you take to write and read your own code, but also in the execution speed, as the c++ within a plugin runs faster than construct's interpreted expressions. that speed difference won't matter in most caps, but good to know anyway

    I know it all, main reason why I don't want to use 3rd party plugins without extreme need is most of them are unstable and buggy. And even if this one is pretty stable I still want to know how to do things without plugs.

    Bad news for me is that I'm not very good at math

  • It's nice plugin, but I prefer to don't use plugins if goal can be reached with events. I think there must be way to do it with pure Construct

  • > Lerpin angles is a bit complicated, might do an example of that.

    > lerp(sprite.angle, new angle,x*timedelta)= boo hoo when new angle is greater than 360, or is less than 0.

    >

    That's no problem with math prior to lerp. Set a variable (we call it 'm' here) to:

    m = (abs(new angle) % 360) * Sign(new angle) + 360[/code:1zzglhlo]
    
    then use lerp with:
    [code:1zzglhlo]lerp(sprite.angle, m % 360,x*timedelta)[/code:1zzglhlo]
    
    Whatever value 'new angle' has, it will be (mathematically correct) shifted to the range 0-360
    

    It still don't want to rotate correctly

    http://dl.dropbox.com/u/24325446/lerpangle.cap

  • Actually, you don't have to manually set bullet angle while spawning. Bullet will automaticaly get parent object's angle.

  • You also can create any object existing in your game on any layout from another layout via single eventsheet. Add new eventsheet and you will have access to all objects in game, then include eventsheet to layout you want.

    E.g. you have 2 layouts. There's SpriteA on first layout and no Sprite's instances on second. Add new eventsheet, add "<some event>-> create object SpriteA at x,y", include the eventsheet to second layout - now you can create SpriteA's instance on second layout

  • When create new condition - Not equal

    When copy existing condition - invert

  • DX9 needed, it's different dxs