jobel's Forum Posts

  • I was just trying to figure a way to use timers across layouts and saw this thread.. this is how I'm going to do it...

    I'm checking build times, so it's a little different.

    So if building something takes 30 seconds...I will just check the global timer Every 1.0 seconds against a variable and then when its equal set WaitingForTimer to '0' (off) then create the item the player wanted to build.

  • I made one not to long ago...

    it may be a little different than what you need, but you can modify it.. capx is there as well..

  • http://intrinsicalgorithm.com/IAonAI/2012/11/ai-architectures-a-culinary-guide-gdmag-article/

    .

    good article thanks! I'm making a rogue-like as well! or at least modified roguelike...

  • there's a number of ways to do it. but here's one off the top of my head..

    you could give the text bullet behavior and fade behavior, then make a Mouse Event-> on object clicked (your text object) enable bullet (you have to also set angle of motion to whatever direction you want the text to go..(0-360 degrees)and click 'Set Angle' to Off in the properties panel). and also enable Start Fade. and in the Properties Panel of the fade just set fade out to 1.. (and destroy after fade for a nice clean up).

  • I second that!

  • do you mean having multiple behaviors that are linked by similar nodes or integration points?

    http://upload.wikimedia.org/wikipedia/e ... ements.png

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  • cool thanks!

  • predictive aiming is possible with the application of some maths

    if the target is moving left/right it doesn't look as bad because a normal beam would just scrap along the side as the target went by...the target would act like an "interrupt" of the beam.. but if the target is moving away it always stops short. Because the target is moving, your LaserBolt2.targetX/Y is static and it's referencing a place where the target used to be. Of course it depends on how fast the target is moving.. but I've been testing with bullet speed of around 200-300.

    So far I have been unable to figure it out... I'm going try it another way... we'll see!

  • hi Colludium ..I've been looking at your code and I'm finding the only problem is, if the target you are hitting is moving, then there's an issue where the sensor hits the target but then the growing laser never reaches it. So basically it shows the laser hitting the spot where the target was, opposed to where they currently are... The time it takes to show the growth of the laser is too slow for a moving target.

    I've been trying to add logic so that it uses the target's current x/y if the sensor actually hit them.. my problem is knowing what the sensor hit, if it's a bunch of different objects then I wonder if performance will be hampered. The laser should probably move slightly with the target (side to side) as well..

    I'll post it if I figure it out!

  • unfortunately the game I am working on is over 350 events and quite large. It very well could be a bug. I hope not.

    Arima do you know of any doc that might explain what happens to "System->Create Objects" after a Layout is left? I figure globals and objects with the Persist behavior remain intact.

  • Aphrodite, I'm pretty sure it doesn't. I was able to recreate the performance hit when spawning many many objects between layouts. It didn't happen right away, but then all of a sudden my fps would go down to 20 when it's normally at 60 (and I have a very fast computer). It felt like a cleanup issue to me, since destroying the Families at the end seems to do the trick. I was just looking for the official word as I couldn't the answer anywhere.

  • yes, webgl and the latest Chrome

  • no one knows?

  • Here are the formulas:

    qarp(a, b, c, t) = lerp(lerp(a,b,t), lerp(b,c,t), t)

    cubic(a, b, c, d, t) = lerp(qarp(a,b,c,t), qarp(b,c,d,t), t)

    cosp(a, b, t) = (a+b+(a-b)*cos(t*180))/2

    thanks R0J0hound

    When I've use lerp to move sprites it seems to have built in "slow down" toward the end which is great. If I wanted this "slow down" at the beginning and the ending would I use qarp? (or your lerp(lerp(a,b,t), lerp(b,c,t), t)). I tried it when zooming out the layout and it doesn't seem to work like I expected...still feels like a regular old lerp.. since it starts zooming fast then gradually slows.

    Set Layout scale to lerp(lerp(LayoutScale,1,0.5*dt), lerp(1,4,0.5*dt), 0.5*dt)           
    [/code:1tivcegf]
    
    a=LayoutScale (which starts at 1.3)
    b=1
    c=4 (wasn't sure how steep to make the curve)
    t=0.5*dt
  • Does anyone know what the memory cleanup is after you Goto a new Layout? I can't find any mention of this in the documentation. If I created a bunch of objects and don't destroy them it seems like they are cleaned up for you? When I go back to that layout they are gone and the level restarts. However, eventually as I play, the game's FPS slows down, especially when I add lots and lots of objects and it seems to happen progressively.

    Since then I've put all my created objects in a family and I just destroy them all right before I leave the layout and it seems to have done the trick.. I haven't seen any slow down..

    Can anyone confirm what happens memory-wise when switching layouts?