matt75's Forum Posts

  • very early work..

  • oops!, have been on in a while. thanks :). I did create a solution but it was long winded and ugly. It involved using a placeholder node, an invisible node that is parented to object you want the turret pinned to.. this represented the original orientation of the turret, and through an instance variable i could arc limit based on the angle between the target and this invisible node.. and rotate the turret to match this nodes orientation when the target was lost.. my construct skills are shockingly bad.. but anyway, thanks for your help :)

  • I havent used "Trigger Once".. but perhaps it should not be a "sub event", and should be the last condition of the event its supposed to operate on?..

    you could always used squared_dist as opposed to distance.. its a little faster..

    collision_rad_squared = 64x64

    x3 = (x2-x1)

    y3 = (y2-y1)

    squared_dist = (x3 * x3) + (y3 * y3)

    use "abs(squared_dist)" if you dont negatives..

    if (abs(squared_dist) <= collision_rad_squared) collision = true

    Hope that helps.. :)

  • This is more a business question than game development..

    Assuming you have a game you would like to upload to Kongregate or some similar site.. what are legal requirements, when based in the UK?

    Im sure i remember someone mentioning you have to fill out some kind of US tax form or something.. (yeh, im clueless)..

    Another thing.. info on Kongregate says you need a paypal account.. does this need to be a business account?.. im not familiar with paypal.. had a quick look, but it seemed like the business side of it was for selling stuff on your site..

    sorry for the dumbness ;)

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  • ok thanks :)

    • yeh, im really after setting positions and orientations in the editor, not at runtime.. Its fine though, i will do this offscreen and and set bool called template.. i will then duplicate orientate and position and pin objects when i need to spawn them..

    I dont think i explained myself very clearly.. apologies

    thanks for your help :)

  • do image points hold angle information?!.. i need to spawn objects at the correct position and orientation.. and as far as containers go.. i see no way of containing multiple instances of the same object..

    maybe im misunderstanding how things work..

  • Hi, didnt really know where to post this..

    feature request..

    I would like to create a composite object from multiple objects, including duplicates of objects.. then i could spawn the composite by name, and have all the other objects spawned at the positions and orientations relative to the position of the compound object..

    spawn compound at x,y would spawn everything in the compound relative to this position..

    I could then select compound.. select object type.. pin to blah..

    This would mean i can set orientations and positions of instances in the editor and on spawn they would appear relative to the origin of the compound.. would make more complex objects far easier to create..

    Containers are great.. but limited..

    Hope that makes sense.. :)

  • Create a enemy_node sprite - set it to hidden.

    Make it follow the player.

    Pin the enemy monster sprite to it.. the pin behaviour can be set to position only..

    hope that helps :)

  • there are noise effects/shaders already in there.. i think there is even a sample of "tv noise" as a project file.. unless you dont want to use shaders..

  • thanks :D - think im headed for a painted, homeworld style to the artwork.. might even greyscale everything.. not sure yet.. but construct is great for playing with visual stuff :)

  • chEers! :) - yeh, i think most people are using vector art nowadays.. or more cartoony stuff anyway.

  • Thanks guys :) ...i know it doesnt really show anything that impressive.. but its always nice to get positive feedback :)

    The background used here was posted in the resources section of these forums.. i simply stretched it to look a little more..um..spacey? .. i wont promise anything artwise.. but if you msg me every now n then.. i might have created background art im not using.. i dont mind sharing ..but time is a factor.. well, free time   <img src="smileys/smiley4.gif" border="0" align="middle" />

    anyway, thanks again + will hopefully have more demos as i progress through development of my game :)

  • Well.. created a little demo to test my turrets + tweaks..

    .. hope to slowly expand upon this, and eventually release a rts style game

    http://www.binarybedlam.com/

    <img src="smileys/smiley17.gif" border="0" align="middle">

  • Thanks :) will check out that plugin :)

    • Wasnt really a solution, just ended up i didnt really need to take that approach. Each of my turret sprites fires it own type of ammunition.. so all i really had to do was check if the turret is ready to fire and spawn the bullet sprite for that turret (i know, a little dumb). The problem stemmed from the fact i was using families, and thinking i should be firing bullets like this "Family.Fire()", which would spawn the correct bullet in a more abstract, and perhaps easier to maintain way.. but im happy to settle for none family approach in this situation..

    "turret_flak.OnFire(FlakBullet)"

    anyway, thanks for all your help :)

  • haha!.. didnt even need to do this.. sorry. still trying to get my head around working with C2. managed to get obsessed with a single approach to the problem.. not that this wouldnt be handy feature.. thanks again :)