linkman2004's Forum Posts

  • > but the odd behavior i noticed in link's, is how putting a heavy mass and light mass next to eachother will result in them moving out of the screen instead of the green simply coming to rest next to the gray.

    >

    > also, orbiting objects almost always manage to slingshot farther away, rather than coming closer and closer.

    >

    Yeah, it doesn't seem to be very stable. Still, getting pretty close though as each object actually does have it's own pull.

    I didn't notice that before, but there doesn't seem to be a way I can fix it. Since the pull of an object is multiplied by it's mass, lighter objects will be pulled in faster than heavier objects and end up pushing the pulling object.

  • Instead of using xy measurements based on distance, the force applied is equal to the DISTANCE FORMULA of the objects, so if they are far away they will to to move back together more quickly... this is the opposite of what would happen in a real world experiment, but for applied mechanics in a game situation, it seems to work quite well.

    I will keep playing with it before I upload... the way your example works is probably way better than mine, so I may work with your example and include the merging and seperation of objects based on a player shooting at them.

    ~Sol

    The force applied is derived from 640 - distance, so if an object is 500 pixels away, the force would be 140, and if an object was 20 pixels away, it would be 620. So it is set up to where the force is correct, just only for certain distances, because if it's over 640 pixels away it's repelled.

  • I actually whipped up an example of this a couple of days ago, but I kept forgetting to post it. It uses For Each loops for achieving it, but they only run every tenth of a second, which speeds it up by about 50% over all the time.

    Individual Gravity Example

    Left click for a low mass sphere and right click for a high mass sphere. Hope somebody finds it helpful.

  • same goes for drop shadow -- i want to be able to set the distance and opacity of the shadow, and the direction it is cast.

    You might as well just use the drop shadow object. It allows you to set the X and Y offsets as well as opacity. Plus, it doesn't use pixel shaders, so it's a lot faster.

  • Even though it's been two weeks since the last post, I'd just like to mention that this was fixed after reinstalling Vista.

  • last time I tried to use it, flip horizontal didn't work

    That was actually fixed in one of the most recent builds, for which I am eternally greatful.

  • if construct goes commercial i am sooooo holding on to the oldest free version i have, cause im a poor ass bastard, plz give a free copy to your loyal supporters of the here and now!, were basically the beta testers,reporting and suggesting, thats what makes construct so good, i love the community although small!, i really hope Construct kicks gamemakers ass! stupid thing catches all the google ppls attention and makes itself seems so good when it basically a pos which is harder to use than construct and creates far worse results. construct needs to get seen, and it will. im really happy i found it (through all the hate a TDC i wondered what it was)

    Construct is never going commercial, which I'm pretty sure has been mentioned before. It's open-source, which means it's free forever.

  • My current project -- a rather large game -- has been developed over several different versions, and I've only had development halted by a bug in one of the builds, but that was quickly fixed. So, I imagine it probably wouldn't be a bad idea to go ahead and start your game. There's really not much to worry about.

    Of course, for all I know I'll be proved wrong with the next build.

  • I actually found a work-around to this shortly after posting. I just have the objects pasted onto a canvas and have the collision mask update. Unfortunately, that method only works on mid-high range machines. It doesn't work on either of the crappy computers in my house, just my good one. I'm gonna have to post it later to see if anybody else with an older computer has problems with it.

    Also, hope to see something about loading collision masks soon, then.

  • I agree, this would be a pretty sweet feature. In the meantime, though, I have whipped up a quick example to get around the lack of such an issue:

    MiniMap Icon Example

    All I had to do was set the minimap to clear itself every tick, then immediately draw the desired objects as terrain pieces. Hope you find this helpful.

  • Thing is, you won't always want the exact same events or even event sheets in each layout, and if you have say 20 event sheets and 80+ events that might change per layout you don't want to start this from scratch again. When I first realised it didn't copy the event sheet I was a little confused as well.

    That could easily be fixed by shoving layout specific code into groups and disabling/enabling them based on what layout it is. That would also easily allow you to copy code from one layout into the other simply by copying/pasting the code into a different group.

  • You can erase from the terrain by pasting in a sprite that has the erase effect applied.

    As for the idea of polygons, elipses, etc. I definitely think that's a good idea.

  • You could just set the cloned layout to use the event sheet of the other layout. Just select the layout, and on the left where it shows layout properties, set the event sheet to the event sheet for the original layout. I'm not sure if you want each layout to have the exact same event sheet, but that might be what you need.

  • That's a really sweet example, right there. Never even thought of doing it that way.

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  • I don't know, doing it without a special option wouldn't be that hard. To make the gravity up, for example:

    +Always

    • Add force towards X: Sprite.X Y. Sprite.Y - 32 Force: 1000

    Of course, an option would be preferable, but it's still not that hard.