madster's Forum Posts

  • I don't get the whole achievement craze.

    Guess its because I don't own an XBOX.... go PC Gamers go!

  • This reminds me that a color picker for effect parameters would be really nice.

    instead of 3 numerical fields

  • Lucid I think I love you.

    You ARE a genius, you should put that in your resume: "Qualifications: genius"

    Now I can pursue my evil splitscreen ideas, which were almost discarded

    Would it be possible to use just one screen-sized canvas and clip with a mask before pasting? does the way mask and canvas work allow that?

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  • yeah that's why I'm talking about a single wheel object, not a car object.

    This wheel would produce the info needed to apply the proper force to the car body, which in turn would drag the wheels.

    It's complex but not hard pretty well documented and I studied it at some point.

    I just gotta start working on the SDK.

    One thing that could be annoying is weight. The wheel needs to know how much weight its supporting, but if I get this info automagically from a physics car body (based on body weight and relative position and assuming all wheels are at the same height) then you don't get to create multi-part articulated wheeled vehicles (8-wheelers, bycicles, etc) or to model suspension.

    But suspension and weight distribution aren't trivial to calculate, doing so in events would make a physics wheel behavior really difficult to use.

    Perhaps the behavior could have utility expressions to calculate those things. Hmm.

  • What is motion plus? Sounds interesting.

    this is kind of a late reply but whatever.

    It's a solid state gyroscope. Normal wiimote only has accelerometers.

    I'd like to point out motion plus has nanotechnology

    Edit: MAMS, scale 1 to 100 micrometers. Nanotechnology is kind of an overstatement it's micro, not nano.

    Belated edit: it's not solid state either lol.... it's just really really tiny.

  • I think we'd be better off with a true tilemap instead

    Panel seems fine as it is, for me

    EDIT: changed my mind, tiled option would be awesome Just wrap instead of stretch, designer does the rest!

  • yeah actually.... jpg is designed for photos.

    If your image is not a photo it will probably look horrible in jpg.

    Only use jpg for high-res photo-like images that have no alpha and are to be loaded on runtime. For anything else go with PNG.

    I'm using jpg for photo background images

    Oh and you can control the compression error in JPG. Of course, as error is reduced, size approaches (and surpasses) that of a PNG.

  • is this one any faster than the default blur horiz/vert?

    Should be about the same

  • I think I've figured a way to get a physically accurate car behavior.

    What would be required is a top-down wheel object that outputs:

    • force in each axis (x,y) to be applied to the car
    • torque to be applied to the car
    • amount of skidding, measured in force lost (this becomes displaced material, sound and heat)
    • Angular speed of the wheel (for animation and sound).

    It would require as an input:

    • A car body to which it is attached, as a sprite with physics and all drag set to 0.
    • The position relative to the car body where it's attached.
    • static and dynamic friction coefficient (change in runtime when terrain changes, set to 0 when on air)
    • Car body's weight (or mass and gravity)
    • Torque being applied to the wheel

    And the equations are pretty standard physics. How does it sound?

  • if you really need physics you could bound the world to the required size, clamping or wrapping as necesary.

    If that world is too small, you could use layout zoom and resize everything to a smaller size, thus making the world appear larger (although numerically it won't).

    If that's STILL too small, you could generate stuff in grids and spawn them when needed, moving stuff around when boundaries are reached to keep numerical weirdness in check. This would give you a universe the size of your grid size times the maximum grid index, which could go up to 2^32. Very large.

    You should also take special care of the physics behavior, it might not like being repositioned (I gotta try that btw).

  • What I did was holding a direction, then tapping the orthogonals alternatively without letting go the original direction. The animation went how its supposed to go, doing the diagonals and then going back to the initial direction. Also tried doing circles, went perfectly.

    Didn't see any weirdness at all, checked thrice :s

    I'll check again. Maybe I missed it, though that would be weird.

  • Works perfectly for me on 0.99.4

    What version of Construct are you using?

  • Smooth for me, card did get to work though (fan spinning faster).

    AMD 2.5 Quad

    Radeon HD4870

    4Gb RAM

  • placing tiny objects in a monster layout isn't very comfortable anyway.

    You could place objects using an editor (made by yourself) that creates a text file with the data.

    Or, you could generate positions randomly.

  • if it's this, the other day I was just pondering if there was a nice, comfortable solution for this.

    I've seen even commercial games make this mistake and anything I can think of so far is cumbersome (say, you want something to happen when 3 buttons at the same time? that'd be 9 events)

    Perhaps a finite state machine would help, come to think of it....