3030's Forum Posts

  • actually make the sprite narrow enough and center it over the enemy and you dont even need a delay really, since they technically have to be like halfway over the head of the enemy to kill it.

  • I would make an invisible collision sprite that follows the enemy around above their heads. Put it in a container with the enemy. If player overlaps that kill sprite for more than say 0.25 seconds destroy the enemy.. that's the easiest way I can think of doing it.

  • In your capx you're never actually passing the music/sound info to Webstorage.. you're just setting a global variable with it. If you look at how you're setting the high score & repeat that process for the sound / music, you should be ok..

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  • Got it:

    Set PetFacing = angle(0,0,cos(angle(Player.X,Player.Y,Pets.X,Pets.Y)-Player.Angle+90),sin(angle(Player.X,Player.Y,Pets.X,Pets.Y)-Player.Angle+90))

    If PetFacing >= 0

    • Set Mirrored

    Else

    • Set UnMirrored

    Thanks dude - we were on the right track but you got me thinking about it more. NeoGAF helped push me over the edge.

  • Oops nevermind, I noticed you had more info at the bottom, i mistook it for your signature haha. Thanks!

  • Any info you can provide as to how you solved would be a huge help for the community

  • Was thinking of that too, but not sure how to work them together somehow.. working with some paper on my desk to see if i can simulate to see if the math becomes apparent from that. i always sucked at trigonometry..

  • was playing with that a bit but it doesnt seem to give me a standard number.. ie -- standing to the left of the object had an angle anywhere from -30->400 and standing to the right of it had the same thing... no consistency. i have a feeling its because it's adjusting the angle entirely based on the x & y points so it is also ignoring the actual 'rotation' of the camera as well....

  • Thank you for any help, in advance!

  • Im trying to find out if "Object1" is 'to the left of' "Object2".

    Normally i would just compare their x positions:

    If Object1.X <= Object2.X Then

    isOnLeft = True

    But what about if my direction is arbitrary and camera rotates smoothly so you never really know what way is actually 'up'. Basically My entire layout shifts 180* and now X & Y are opposite...

    Is there a formula or something I could use to account for the 'floating' position so that it's always checking position in relation to whats actually on the screen? ie.. even thought the camera is rotating, the player is always in the center, so things still *appear* to be left and right of him...

    Basically im trying to get enemies to face me when coming at me... though if the camera has rotated upsidedown then they look away from me as they come at me...

  • Any references you could recommend?

  • How are you converting this game from HTML5 to Unity? Do you have hired programmers?

    Also curious about this & what the costs are for something like that.

  • Its looking like this is a feature request, ie.. not currently possible?

  • An additional 3 FPS gained when disabling collisions for all planets further than 1000 pixels from player X,Y...

    Thank you guys for this. game now running at 15~20 FPS in the iPad simulator haha.

  • Definite & noticable boost (about 8-9 -> 12) to performance switching all my "On Collisions" to "Is Overlapping" ... thank you for this.