Duckocide's Forum Posts

  • Are transformation math functions on the road map? Would be good to take a leaf out of the XNA / Unity book and have a Vector3 or Vector4 types along with some useful Matrix transform functions. Even though Construct2 is aimed at 2D, 3D transformations for 2.5D games can really bring games to life.

    I've been working on some retro vector graphic line sprite/functions (I.e. using a thin sprite between two points). Having to bend arrays to simulate a Vector3, vertex indexing and do the 3D matrices from first principles within an event would probably be a lot quicker with some built in functions.

    Just a suggestion :)

  • OK. Version 0.31 uploaded. Most of the changes in this version are hidden (although some bug fixes have been made to some visuals). Summary of changes:

    • No longer uses AJAX (XML) in anticipation of export to cocoonjs etc. Thank goodness for the tokenat() function!!!
    • Level selector bug on Nitrogen fixed.
    • Trick shot functionality extended (a trick shot is where you knock a proton in to a worm hole indirectly - i.e. Bounce off a side before knocking proton in.
    • Trick shot play where you pot 2 balls 10% of remaining will jump you to next level.
    • You can happily exit and restart where you left off (uses local storage).

    <img src="smileys/smiley4.gif" border="0" align="middle">

    scirra.com/arcade/puzzle/2404/higgs

    Play Higgs!

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  • Yay. Version 0.3 is now up for you to play. Lot's of fixes and improvements in this one.

    scirra.com/arcade/puzzle/2404/higgs

    Play Higgs!

  • Thanks for the responses. Here's hoping you stamp on that bug soon :)

  • Is there a problem with arcade game stats? Times played, top games, etc don't seem to change much?

  • I'm sorry its not working for you. I'm not using anything more than the standard plugins you get with construct2. I've even dropped using webgl for anything other than the acceleration it gives. I think I need to introduce some options that allow sprite counts etc to be turned down.

    I generally use chrome to dev/test. My PC is a fast one though. I've also tested on a nexus 7 in chrome. Runs at a reasonable pace. I'm hopeful that cocoon will help speed further.

    Thanks for the feedback :)

  • Sure. I guess I latched on to the performance improvement advice :-)

    Is there a quick way of injecting dictionary key additions in to an event sheet - or some other trick? I can convert the XML to 5 or so dictionaries. There are 118 x 5 entries to worry about

  • See scirra.com/arcade/puzzle/2404/higgs

    Version 0.2 up but still waiting for approval. Version echoed on opening screen.

    Feedback welcome. Enjoy :)

  • Hi

    My latest c2 effort (HIGGS ... Demo in the arcade) uses data structures held in XML and retrieved via the ajax object.

    Been a disaster using cocoonjs as I use XML, local storage, web fonts etc. Are there any fixes/work around for these. I notice cocoonjs has httpxmlrequest, local storage listed in Api. Real pain where c2 plugins are not compatible/noted as notworking with cocoonjs.

    ?

  • Thanks R0J0hound and 7Soul. I shall give this a go. I didn't realise multiple inheritance was possible, neat :)

  • I've only just got in to construct...

    If you tuck the objects position (self.X and self.Y) in to some new object instance variables (lastX and lastY), you could do a comparision (before you tuck them away) and see if the amount of change is small enough to warrant end of movement. Not sure how construct handles floating point numbers, but if the expression round(self.X-self.lastX)+round(self.Y-self.lastY) == 0 it has come to rest.

  • Hi

    I've written some game animation that uses very simple 3D transformations. Nothing too complex...

    position.X =((x*perspective)/z)+screencentreX

    position.Y =((y*perspective)/z)+screencentreY

    (where x,y,z, etc are object instance variables)

    Now, I would like to loop through the objects (I'm using a family called 3DSprite) and using math, see if any of the 3D objects are overalapping each other in 3D space (everything is a sphere, so the math is a simple distance to center of both 3D objects being less than sum of object radius). Note all 3D vector, radius and calculated 2D screen position values are held in family in instance variables for reference.

    I'm getting my self tied in knots. I can't seem to see to find an easy way to "nested loop" through all the 3DSprite family objects. To my mind it's a loop (A) through the object family followed (sub event?) loop (B) through the objects again. Then, comparing (A) instances variables with (B) variables if (A) object != (B) objects.

    Any help greatly appreciated. Once I crack this, then 3D collision math is easy and I can blend 2D with a nice 3D animation :)