madster's Forum Posts

  • it would be cool if you could actually modify edittime values via the runtime and runtime variables via the edittime

    Unified values yes please!

  • I tried this here:

    I set position instead of velocity, which fixes the immovable object problem but lacks proper momentum, bouncing things reacts weird.

    I set my proxy to immovable, btw, as it was supposed to follow the mouse pointer.

    I tried setting velocity but things went weird, probably because I had immovable turned on.

    The tricky bit of a physics platformer is that once you go all-physics, you lose all the benefits of the platformer behavior. There has been talk of making a new physics platform behavior, which would be designed to work like that.

  • Revival: I showed this old game to a friend yesterday.

    The man is an engineer like me and has mathematical inclinations. He loved it and thought it was really fun.

    _<

    I think I'll add sound and some tweaks. I should label it as a game for mathematicians/engineers right on the splash screen.

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  • I wrote atan2 as a formula in an event, only to later realize there is an angle compare expression that does the same job I wanted done.

    AngleDiff(a, b)

    Is that what you're trying to do? measure of the arc between two angles?

  • You can also use the timer behavior for AI.

    About picking: you can use System-Compare, that one allows you to compare anything. The objects that satisfy the comparison will be picked.

  • Lucid's images should be wikified.

    I never got it properly until now.

  • some simple math on the loop index would do the trick

    desiredindex = desiredstart+(((loopindex-start)/(end-start))*(desiredend-desiredstart))

    that means if you loop from 1 to 10 and you really wanted from 1 to 2 in steps of 0.1

    di = 1+( ((loopindex-1)/(10-1)) * (2-1) )

    di = 1+((loopindex-1)/9)

    if you loop from 1 to 10 and really wanted 10 to 1

    di = 10+( ((loopindex-1)/(10-1)) * (1-10) )

    di = 10+( ((loopindex-1)/9) * (-9) )

    at loopindex 1 this is 10+(((1-1)/9)*(-9)) = 10

    at loopindex 2 this is 10+(((2-1)/9)*(-9)) = 10+( (1/9) * (-9) ) = 10-1 = 9

    at loopindex 10 this is 10+(((10-1)/9)*(-9)) = 10+( -9 ) = 1

    PS: Or you could start all your loops from 0 to n-1 where n is the number of steps you want, then use the linear interpolation function that's built into construct to interpolate between the start of the sequence you want to the end. In fact, do that, it's the same only faster and simpler.

  • you finished it!

    it looks (and sounds) great! even more congratulations!

  • paper mario 64? I found it fun.

    All mario RPGs are fun so far. I played the original for SNES and Luigi & Mario for GBA, both good.

  • i think that it just wouldn't know which blue to pick, which is logical.

    Which means it would pick them ALL, as that's how it's done in the rest of Construct.

  • I'd say it's a bug.

    Maybe the forums lag BECAUSE of the update loop?

  • Tried switching to point sampling?

    Go to application properties, under Runtime Properties set Sampling to Point.

    In construct everything is either sampled with linear or point.

    If that doesn't fix it, I'd suggest you post a sample .cap file we can have a look at.

  • check the path carefully. Should be C:\Windows\System32.

    Anything else is a trojan.

  • I tried this too, assuming it would work

  • holy crap, there's a line object!

    cool. It's glitchy in the editor though. (try rotating it around)