linkman2004's Forum Posts

  • Great and very useful examlple. Can you upload the version with variable map size?

    Thanks. Glad you liked it. That version actually evolved into the map editor in my game, which is actually far to complex and uncommented for an example. I'll modify the one posted here later and post it up.

  • This is actually a pretty cool little game. Good job!

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  • I'm not exactly sure how you would accomplish that in 2D, or are you trying to do something with the Wolfenstein 3D engine David made?

  • Do you mean like with a sniper scope? I could post an example of that if that's what you mean.

  • I hope they release a demo at some point(someting publishers rarely do anymore, it seems) so I can check it out. *crosses fingers*

  • Same problem here; it says only admins can edit.

  • Congratulations!

  • Added for next build!

    Awesome! Thanks.

  • I think it would be nice to have the option to set the range of the bullet behavior at runtime. It would be a big help for certain type of bullets but still use the same object. For example, you could have machine gun bullets set to have a short range, but if you want a sniper rifle to have a longer range, you could increase the max distance so it can travel farther. This would make it to where you wouldn't have to create a sniper bullet and a standard bullet and check the collisions for each type. It would be a lot easier.

  • Man, what's with all of the people moving recently?

  • Umm... well, that's quite a distracting graphics glitch. There's not much to comment on on the rest of the game. I died almost immediately on something that seemed to just be flying around on it's own, and the rockets were incredibly slow, so I think you need to fix those.

    Also, you shouldn't start a new topic for new versions. Just post the latest version in the old topic.

  • I fixed it by moving all of the actions in the "For Each Tank" loop into the action where the tanks are created. The way you had it, each tank's ID was being set to the final LoopIndex(8). Hope that helps.

  • Thanks for the comments again, everybody!

  • <img src="http://i2.photobucket.com/albums/y46/soldjahboy/sig%20images/what.jpg">

    ~Sol

    That's quite possibly the most awesome picture I've ever seen.

    But I think what he means is that for numbers that are calculated to extreme decimal places, you could just use a little function and simplify it into a smaller amount of decimal places. For example, turning 1.2589512684 into 1.26. I think that's what he means, anyways.

  • Okay, so apparently I lied about being unable to speed it up and now I feel stupid. All I had to do was store each face in its own object and give it the locations of the vertices that connect to make the face. Then I send those numbers through the same math I use for rotating the vertices. Boom! Fast wireframe. Although, it's not so fast that I would go ridiculous with it. I wouldn't recommend taking it above 400 vertices/faces or it won't run well for some people. Anyways, here it is:

    Fast Wire-Frame Drawing

    Sorry that there's still no perspective, but I think I'll leave that up to someone else to figure out.