Jubalicious87's Forum Posts

  • 10 posts
  • Thanks for your reply Ashley,

    I have made the adjustments you have suggested, yet I am still having the same issue. I have stripped down the events to the bare minimum.

    In a previous test I did with two square sprites moving towards each other they did pass right through each other as expected with disable collisions on. However in this particular case (expanding circle) the collisions occur, so I have scripted the nova to be an expanding circle. I'm at my wits end and cant see why this is happening.

    Cheers,

    Juba.

  • Hey Ppls,

    I am making an Asteroids game. I have a circular nova that expands rapidly from the player character and destroys incoming asteroids. When destroyed the asteroid fragments into several smaller objects (asteroidFragments). I don't want the nova to push these smaller fragments outwards, so I set: on asteroidFragment created > disable physics with another object to be true between the small asteroids & nova. However this has had no apparent effect run time.

    Attach a Capx

    Done!

    Description of Capx

    v1.capx, The events in question are in the debug event sheet at the 4th event.

    Steps to Reproduce Bug

    • Wait for an asteroid to get close, then hit "space".

    Observed Result

    The nova pushes the fragments outwards indicating the collisions are still enabled between both objects.

    Expected Result

    The fragments spawn and move around in a tight cluster at the point they were created. Unaffected by the nova.

    Affected Browsers

    • Chrome: YES
    • FireFox: YES
    • Internet Explorer: YES

    Operating System and Service Pack

    Windows 7 Pro, SP1

    Construct 2 Version ID

    R195 (64bit)

  • Hey Peeps,

    I'm working on a tile based tactical board game. I've implemented the A* path finding algorithm in the events system and it works fine, but its a tad slow. The boards typically range from 15x10 (1.5:1 ratio) so there not huge. One particular part of the algorithm I had to 'hack' together was choosing the lowest F value. I'm not using arrays instead I've got instance variables storing the G,H & F on each tile. This means I need to select the lowest F value which is stored in an instance variable. Currently I'm using: For each ordered (pf_F, ascending) then i stop the loop straight away as it has applied the required actions to the first instance (which has the lowest F value). So I'm wondering is there any possible optimization or more efficient way of selecting the lowest F without calling a for each ordered loop every iteration? I know system: pick instance by instance variable (=, !=, <, >, <=, =>) doesn't exist in C2 currently but it would be great. can anyone help?

  • *off screen surface

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  • Thanks Ashley That has helped alot. But I'm not sure what you mean by on-screen off-screen in this context. You don't mean literally outside the project window do you? If there is a link to what this means ill just follow it. Cheers

  • A very simple question! Do blend modes set on object works on objects on different layers. Eg will source out work on an object that is one layer below the current acting objects layer?

    Cheers.

  • I believe all you have to do is set up an event that passes the value in the text box into a variable.

    pseudo code e.g. "on keyboard:shift.pressed >> system >> set value

    select the variable e.g. worldName1

    set the value e.g. str(yourTextBoxName.Text)

    ::: the str() converts the text into a string value. You could use str() if you wanted your worlds to be named using words.

    or

    int() / float to convert the input to an integer or floating point value! For naming worlds with numbers.

    From there you can use the general text object to render the text on canvas: e.g. Add event: system >> every_tick >> set text >> "This world is called "& worldName1

  • Another questions gravity on earth is 9.8m/s^2 so say I I change the world gravity in C2 to 30 would that just mean 30.0m/s^2??

  • Thanks guys.

    I think ill have to post the game Im working on in c2 for you to see why I'm asking for a physics based solution. Its not a standard artillery game its an action side scrolling game. Ill post it eventually i

    I was thinking about using curves instead. I guess as all games designers know its just smoking mirrors.

  • In terms of an artillery game what function / formula should I use to supply the "Impulse" and "Angle" for the 'Apply impulse at angle' function. Given that I know the distance between the launch point and the target?

    Can I adjust the power and angle values to increase or decrease the projectiles flight time given a fixed horizontal distance? (Make the projectiles peak at higher or lower points in world space!)

    So, what is the function that allows me to pass 'time' and 'distance' and have it return 'power' (impulse) and 'angle'?

    Cheers

    Juba.

  • 10 posts