harrio's Forum Posts

  • i'll have to explain my situation brobs,

    i usually work on c2 at work, don't ask, so i can't download caps from the network there. and when i'm at my house, i'm on a mac. i was using vmware fusion to run c2, and it worked perfectly. but the 30 day trial has expired, so i have to buy vmware fusion 3.0 before i can use downloaded caps.

    so i was hoping someone could tell me something they see wrong in my cap. but i will be getting fusion pretty soon here. so i really appreciate your input, i'm just not able to utilize it just yet.

    i'm sort of flying blind until i can see other peoples caps, so i can see best use practices. because i know some of my event setups are probably far from 'optimal'...lol.

  • i improved the ship movement, and added in collisions with the asteroids. but it is still not rotating the way i want it to.

    it is turning, instead of rotating.

    http://dl.dropbox.com/u/6707683/construct.../asteroids_test.capx

    is this something that just has not been added to c2 yet, or am i just using a wrong method?

  • > i don't know if this is what you are looking for, but i'm currently playing with an asteroids test. i make the asteroids begin moving in random directions at the start with this...

    >

    >

    system | on start of layout > big-rock | set angle to random(0, 360) degrees[/code:1ucfwgx8]
    > 
    
    I Tried to include this event, but it had no effect....i will keep testing.
    Thanks
    
    -------------------------------------------------------------------------------------------------------
    
    

    once you put in the 'set random' for the angle, do you add a 'move forward' action for the sprite? i realized, i did not list it in my suedo code.

  • speaking of said asteroid test,

    i am trying to emulate the same type of movement i remember in the old atari game.

    all you had to navigate was forward thrust, with left and right rotation controls. the movement was inertial based, so you could thrust forward to increase speed and if you let off the thrust, it would eventually slow down on it's own. not exactly accurate for space physics...lol, but it was cool for the game.

    the problem i'm having is that when you're moving forward, the ship should rotate while continuing it's forward momentum. but instead, when i press left or right keys, that i have assigned to rotation, the ship turns in the direction it rotates. not the behavior i expected from 'rotation', and i have not figured out how the fix it.

    any takers... http://dl.dropbox.com/u/6707683/construct.../asteroids_test.capx

    any help is greatly appreciated...

  • i don't know if this is what you are looking for, but i'm currently playing with an asteroids test. i make the asteroids begin moving in random directions at the start with this...

    system | on start of layout > big-rock | set angle to random(0, 360) degrees[/code:3kdup0w1]
  • thanks, i logged into my imageshack account, closed that tab and then came back to this thread, and i was able to see the tutorial. weird, but it worked.

  • well done sir...

  • well, if it makes you feel better, i got the humor, i just could not miss the opportunity to bludgeon paint for no transparency support.

    love dream theatre by the way.

  • well that sucks...

  • i second non-transparency suckage...lol

  • simplicity prevails.

    i guess k.i.s.s. (keep it simple stupid) applies to game design as well. i would have entirely over thought how to implement, what you did so simply.

    thank you sir...

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  • is imageshack u.s. exclusive? i can't download the tut for some reason. and pyteo's avatar says, 'domain unregistered'.

  • Here's my first C2 test. Nothing terribly exciting, got a few bugs. But it's a start

    interesting mvt mechanic. are you using lerp for that?

  • It's described on the 0.x wiki, but note the C2 expression is dt (standing for delta-time) rather than the 0.x timedelta.

    thank you sir.

    i'll get right on that. hope i can figure it out.

  • Release 32.2 has a real delta-time, where supported, which should help - if you use dt in your movements, it keeps going at the same speed when the framerate struggles, rather than going in to slow-mo.

    thanks ash,

    i guess i'll have to learn how to use delta time...lol. is it described in the wiki?