Mipey's Forum Posts

  • Nobody is allergic to lasers.

  • Then I guess I'll be on my way over to Stencyl... there is no way I'd ever join Facebook.

  • I can't really look at the .cap right now, so I'll just do some guesswork.

    I am assuming the Xcomp and cos(Vector) get into negative values when facing left, right? In that case, you have the following case:

    clamp(Xcomp,200,-200). This is erroneous, try making sure the min and max values are correctly set.

    I'd suggest something like this:

    cosV = cos(Vector)

    minSpeed = min(cosV*-200, cosV*200)

    maxSpeed = max(cosV*-200, cosV*200)

    clamp(value, minSpeed, maxSpeed)

    That way, the minimum and maximum values will be correctly ordered. Let me know how it goes.

  • What happens when cos(global('Vector')) returns -1?

  • For this thread:

    Irregular behavior can be noted even if Friction is toned down.

  • Yeah, Ball behavior is kinda glitchy. Personally I don't like the randomness of bounce angle; also, it behaves weirdly when you try to bounce off diagonal surfaces.

    We could use real ball physics (using maths to calculate collisions and stuff instead of pixel collisions). Then we could make accurate games such as billiards.

    But that's vector stuff.

    Edit: Well, I made a basic example:

    Seems that it is unstable in either case - Ball Behavior or Custom Movement alternative regardless, we get freaky balls. Oh well!

  • Hmm, I made the ball with Custom Movement... no problems with it.

    Basically I added walls with Solid attribute, a Ball with Solid attribute and Per Pixel collision mode, tacked Custom Movement behavior onto it.

    Then I added a single event:

    + On collision between Ball and Wall

    Ball: Bounce off Wall (Friction: 1)

    (might want to set angle of motion and velocity at start so the ball actually moves)

    What is this bug?

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  • Don't delete posts! Even partial information is better than no information at all. More people will follow in your wake; if you destroy bridges behind you, they will be forced to overcome the obstacles themselves.

  • Next idea: Construct ships with free ice cream.

    You just hate the lactose intolerant, don't you?

  • You can do this by "drawing" a line to each object within range and checking if it overlaps any solids. If you want a partial visibility, you can draw two lines instead - from the observer to edges of the target's bounding box to form a cone. If one line is obstructed but other is not, the target is partially visible.

    Though overlapping and collision tests are CPU intensive. I believe a raytracing plugin would be a better option to reduce the overhead. There is Line of Sight plugin, for one.

    If you want to simulate a Field of View effect - an overlay, a flickering torch or whatever - that is another story altogether. You want to draw a polygon that is limited by obstacles, this would be difficult to replicate in Construct.

    It would be much easier if you had an "obstacle map" and used a certain pathfinding/flow algorithm to fill the area around player, then use this data to draw the Field of Vision.

  • Instead of sliders, just use two buttons - decrement and increment value. The longer you hold them, the faster they should decrement/increment the value. Should be much easier to implement than sliders, because for sliders you have to have a min and max value, which particles don't really have defined

  • Well, here is a very basic example:

    And here is an implementation of canvas in an older project of mine that I abandoned (hmm, strangely enough it now crashes upon exit):

    http://dl.dropbox.com/u/629300/moondust.cap

    (Note that you can zoom in and out with +/-. You may want to take a look at the Demo layout, specifically the Interface sheet, Minimap event group)

    I can't really spare much time for an extensive tutorial, but hopefully you can get an idea from my examples!

  • A very basic example how Canvas can be used instead of the Minimap object.

  • Now that sounds like a tutorial worth doing.

    I'm sure that a lot of people would find that useful.

    At least until we get an updated minimap.

    Krush.

    I wonder who's the kind soul willing to do such a tutorial...

    Wait... you don't mean me, do you?

  • It is more about landlines being torn by the earthquakes. Backbone network is overloaded or something and there's a few dead branches.