madster's Forum Posts

  • when I see veins popping out like that, I can't help to think about them as a hazard.

    Imagine, just trip and brush your arm against a sharp surface.... instant bleed-out!

    but yeah

    1.- make your own animation reference

    2.- ????

    3.- profit!

    4.- make a crappy movie about it

  • with cheap digital (photographic) cameras that get decent 30fps video at 640x480, I've been thinking of filming my own references.

    Jordan Mechner did, back in the day, and look where that got him!

  • for swinging, make sure the hotspot (which should be in one extreme of the stretchable rope sprite) is set to the pivot, then set the size according to the distance between the player and the pivot and the angle according to the angle between them.

    Now you can rotate the rope and set the player to the other end of the rope (an image point would do). I haven't given any thoughts to swinging speed, but you can probably take advantage of the Sin behavior, set to angle.

  • TortoiseSVN is uncomfortable if you use more than one server though... I'm more of a RapidSVN fan

  • can't you just use a global object with a timer?

  • yeah I did this once. Also you need to make sure the scene has "settled".

    What I did is check collision on a "forbidden area" sprite, and if nothing had touched it for a while, go ftw.

  • There's the mask effect but I don't really get it yet, so I can't really explain.

    On the other hand, you just gave me an idea for a weird effect

    EDIT: nevermind, can't modify layer alpha

  • If there's lot of text input and processing, lots of text displaying and simple button clicking, I'd say go with something else. If you know a programming language, that is.

    If there's any animation going on, then Construct.

  • You should only check for collision with a special object that goes at the tip of the laser.

    Also, you could use the RTS behavior to drive the laser tip, so you'd launch it at an angle and it would always home in on its target.... have it leave trails with the fade behavior.

    I would do an example, but I FAIL to get RTS behavior to even go somewhere :s

  • Are these bugs in the tracker? Which action was crashing with no meteorites? (It ought to handle zero objects fine)

    I'm not exactly sure, it was hard to reproduce... but involved an event matching multiple objects in the condition, then referencing one of them in the actions, then deleting it (which instead of deleting one, deletes all of them in that call, which in turn messes up the remaining calls).

    I think I can whip up a test case now. It's not in the tracker, I just figured it out.

    EDIT: crash is still there apparently it's unrelated to the explosions thing, which is fixed.

  • that's just nutz O_o

    I'm too lazy to go trough the math right now

  • yeah but I've read a lot about garbage collection... and I realised it'll never be a good idea to use a language with garbage collection for a game. There are some inherent things to it that make it really annoying to work with. Oh and no accelerated compositing

  • I FIGURED THE BUGS OUT! (woohoo!)

    Okay, so one of them was indeed two distinct timers on the same timer object. Nice one, Newt!

    The second bug (explosions not getting set sometimes) is rather obscure but:

    I was spawning explosions, setting their positions to a meteorite and then destroying said meteorite on laser collision with that meteorite.

    Turns out that sometimes a laser would hit more than one meteorite. This means the actions get run once for each meteorite.... but when destroying the meteorite, Construct destroys the whole matched list of them! So on the next run, there is no meteorite to set the explosions to, and sometimes the runtime crashes.

    This one is probably a bug. I got around it by adding "on each meteorite" after the "on collision" condition.... so now for each collided meteorite explosions get spawned and meteorite gets deleted.... one by one.

    I hope this was the source of the crashes.... so I can release the game

  • sourceforge.net/apps/mediawiki/construct/index.php

    Yeah I read that, what I mean is that I based an effect (another version of this one) around the hotspot, so it's centered on it.... and changing the hotspot in the image editor doesn't seem to have any effect.

    Are you sure that the correct values for the hotspot are being passed to shaders? it seems to me it's always passing the center.

    So about that angle, I guess I'd have to take in an angle via parameters. And get object-space coordinates based on angle parameter, hotspot and pixelwidth/height. screw object size, I guess :s

    PS: Just noticed, hotspot coords are being passed correctly on the runtime, just not in the editor!

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  • hey is that a remake of Planet? I used to play that on Atari!!

    If you ask around, there's people who know how to clip away parts of the planet as they get shot like in the original, I've seen it done on other demos.