JohnnySix's Forum Posts

  • Am in , I spent the first few hours sleeping, and the last procrastinating, but I got a live stream up. :)

    http://www.twitch.tv/johnnysixed

    And Potato.

    [ Edit :Scirra forum really needs auto-parsed urls into links. ]

  • Thanks Yann!

    This kills two birds with one stone - my next question was going to be about firing points - as another issue with referencing the family rather than the sub-family object, is that image points don't appear to be picked up when spawning stuff. (Same issue posted in another thread)

  • I'm using families to create a generic enemy ship for a shoot-'em'up game, and the behaviours and such work well, however I'm run across a stumbling block.

    I was wondering if there is a way to check what object has been picked from within a family, something like :

    Event 1 - If 'Family1' Is a 'SmallShip' > Fire Small bullet

    Event 2 - If 'Family1' Is a 'LargeShip' > Fire Large bullet

  • Ashley - thought I'd refer you- this might be something others find useful - if the behaviour of offset is based on absolute rather than relative coordinates.

    Would an 'offset at angle' be a possibility?

    So for example, if object is rotated 45 degrees, the collision is tested for collision at a a specified distance along a line 45 degrees, instead of x/y coordinates?

    <img src="http://johnnysix.net/games/bounceb/offsetb.png" border="0">

    procrastinator - Thanks for the suggestions, I had indeed made a schoolboy including the existing coordinates haha.

    I made a working version using a pinned object, this is for a physics based shoot-'em'up game I'm working on, I wanted the enemy ships to turn away from objects.

    game

    capx

  • Awesome, thanks Ashley. <img src="smileys/smiley1.gif" border="0" align="middle" />

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  • Love the graphics! :D

    What browser are you using?

  • I tried editing the index.html and the export.html in the exporter folder, but trying to shoehorn the additional line in didn't work.

    Is there another file/template that's referenced, or does this get generated from construct itself?

  • So, I made a quick example, as I can't figure out why it's not working, when a quick test positioning a sprite at an offset seems to work.

    DEMO GAME

    CAPX download

    Am using Sin/Cos to convert current angle to an offset like so -

    Box.X+(Sin(Box.Angle)*16)

    Box.Y-(Cos(Box.Angle)*16)

    I can place a sprite at that location on startup and during physics movement and it places perfectly each time, however using the same offset to test collision results in some rather odd behaviour.

    It should theoretically be testing for collision against the 16px distance towards the angle the box is facing [ marked by a + ], however it fails to collide, and instead collides when more than 100px away from anything at all.

  • I tried uploading to the arcade but I couldn't get the double-pixel scaling thing or fullscreen working, so here it is as it would look.

    Arrow keys and space to shoot/move. Ships are all physics objects, with more physics stuff to come. <img src="smileys/smiley1.gif" border="0" align="middle">

  • Or is it possible for a user to modify the HTML exported to create the additional metainfo and save a custom preview/icon etc , or is this part of the Construct binary?

    If the former, I'll have a go at making a plug-in instead. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • This needs a bump - a new object for point/line based collision would be epic. :)

  • You could work around by faking collisions instead, turn off all collisions, then instead have an event apply an impulse to an object.

    This could then in turn be tied with a boolean or something so you got activated when needed, or not.

  • I may just be biased towards the pixelly thing, but , fingers crossed for mipey's spritefont being included in a 'trusted' list, as opening the arcade to 'all' 3rd party , unvetted could leave it open to vulnerabilities and exploitation.

  • Getting an accurate animation is dependent on several factors, animation speed, animation frames, movement speed and the distance the animation has the character reach/climb per cycle.

    You need to figure out how fast the character is moving based on the animation, for example, if the animation is 12 frames long, played at 12fps , whatever distance he moves per rung for the animation would be your speed.

    An example of what you've got would make it easier to see why things aren't syncing.

  • Thanks for the response, I am changing it after export right now, I was just wondering if the option could be included.

    I was hoping editing the HTML file in the exporter folder would add the line,as this would allow some options, that shouldn't affect anything else, for example, to add a couple of open graph things like:

    <font color="blue">

            <meta property="og:image" content="preview.png"/>

            <meta property="og:title" content="New Project"/>

    </font>

    I just did a quick test - open graph works with a local reference and without having to do the 1px image hack. <img src="smileys/smiley1.gif" border="0" align="middle">

    <img src="http://johnnysix.net/games/fall/fb.jpg" border="0">