madster's Forum Posts

  • thanks guys.

    An unhandled exception means it's clearly a Construct bug, though I can't reproduce it in my machine.

    I'll try to get someone to have a look at my .cap

  • other than that I'm disgustingly excited about it

    ....... ew!

  • hmm could be some uninitialized variables.

    I think you should track this bug, post the .cap and put that same explanation as the description.

  • I'd suggest a different layout for game end, and have the score be global.

    then you just jump from layout to layout and everything gets reset except for the score.

    If you're interested in teaming up, I'm up for it

    I'll send you a PM with my email.

  • What OS are you using? WinXP?

  • Hi

    I'm getting a crash on the exported .exe from build 9992.

    The computer has updated DirectX (I included the needed web installer in the zip) but not the C++ runtime. As I recall this is not needed, am I right?

    If that's not the issue, then.... I'm getting crashes in other systems

    the files in question:

    http://octavoarte.cl/DarkAsteroids.zip

  • Here's how you draw a quad in OpenGL:

    glBegin(GL_QUADS);
    glVertex3f(0,0,0); // top left corner
    glVertex3f(1,0,0); // top right corner
    glVertex3f(1,1,0); // bottom right corner
    glVertex3f(0,1,0); // bottom left corner
    glEnd();[/code:2t5gcgpu]
    
    You might also notice this essentially naturally is a batching system.
    

    You'll find out that this is called Immediate Mode in OpenGL and is currently deprecated, as it is horribly slow. The fast form is pretty much the same as Microsoft. It's optimal for drawing bunches of things. Meshes shouldn't change most of the time anyway, only transforms.

    Edit: why is it slow? because you send all the data to the video card for each frame. The other mode (batched?) is in DirectX's fashion, as you get everything buffered in the video card, indexing avoids duplicate vertexes thus saving precious VRAM and then you just instance those buffers, which frees up a WHOLE BUNCH of bandwidth. Going with immediate mode would make the OpenGL version slower than the DirectX version.

    List of OpenGL ways of drawing (some are named as extensions and now may be core to OGL4)

    http://www.allegro.cc/forums/thread/603880/862408#target

  • based on screenshots only it looks waaaaaay more than "fairly similar"

    can't blame him, Construct has some awesome concepts at the core

  • the day canvas gets hardware acceleration is the day I jump on board

  • it was real-time in the editor, though it really looked slow there.

    Awesome nonetheless. Stuff looks so real.

  • There will be an object detail layer on top of it filled with rocks and trees and stuff. I was trying to figure out a way to do that layer without resorting to a tilemap, array, or perlin noise

    have a grid, with 3 perlin noise layers in it. Say they're 0-100. You'll have a grid size in x,y and a density threshold for the planet.

    For each point in the grid:

    if the value in the density noise layer is bigger than the planet threshold, the object stays.

    the object then gets displaced by the percentage of the grid size indicated by the other two noise layers.

    tada! since this also relies on perlin, you may do perlin tricks with it (it's repeatable)

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  • you have to draw a straight line or you need to calculate the jump?

    those are two different things, unless you're using linear speed.

    If you're using platform behavior, only the platform behavior dev may help, as we don't know the exact math behind it and a real jump calculation may differ from the behavior's jump.

    HOWEVER

    for a straight line, just use the starting position x1,y1 and the ending position x2,y2:

    arctan(y2-y1 / x2-x1) = angle to get from start to end.

    for a normal jump (no idea if this matches platform behavior, I'm sure it doesn't if jump hold is there) where Vy is the vertical speed you need to start with, Vx is the horizontal speed you had (and you weren't jumping or falling), a is the downwards acceleration and ?x,?y are the horizontal and vertical distance to the target:

    ?x=Vx?t

    ?y=Vy?t + (a/2)?t?

    so since you know your horizontal speed, you can figure out how long will it take you to get there using the first equation:

    t = ?x/Vx

    and now using that time, you figure out how high you need to jump. NOTE: THIS WILL NOT AVOID OBSTACLES

    ?y - (a/2)?t? = Vy?t

    (?y - (a/2)?t?)/t = Vy

    plug the value of t obtained earlier....

    (?y - (a/2)?(?x/Vx)?)/(?x/Vx) = Vy <-- and that's your initial jump speed. Do take care of the signs, I assumed gravity acceleration as positive and positive velocity pointing up. In construct I think positive velocity points down, so just reverse the speed sign

  • I took a long trip.

    I'll look into it again soon =)

  • No game should run unlimited, ever. There's just no reason for it.

  • Amazing. I had this in mind too, but I wasn't sure it could be done.

    Congrats!

    btw what do your custom plugins do?