newt's Forum Posts

  • Ehh its hard to tell whats going on with the custom movement mixed in.

    I haven't used it in C2 much, and the angle(0,0,x,y) just doesn't seem right.

    Surely you have a better way to get that angle.

    Anyway, good luck.

  • Technically you're correct.

    You used it twice.

  • Could be that angle() doesn't know which direction you are coming from ie angle(x1,y1,x2,y2) is different than angle(x2,y2,x1,y1).

  • Might want to rename those pics to something the browser can use.

    Leave the spaces out, or use a "_" for burning pt 1.PNG

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    Oh yeah, forgot there was a code thingy, but is the store live now?

    I've been putting together a little platform version for the pendulum template I added.

    I'm just not sure how to distribute it.

  • > lerp(self.x,target.x,yourspeed*dt)

    > lerp(self.y,target.y,yourspeed*dt)

    >

    > Target, as well as yourspeed can be a variable.

    >

    This is a misuse of the lerp function, and should not be used (the ease in actually when you are using this is caused by the fact the distance between the self and the target is reduced, but the target will not be reached except if there are errors accumulating)

    If you want to go from a to b, either move with clamp(self.x+speedx, self.x, target.x) (depending on where is the target, you might want to adapt the formula) or using lerp(initialx, target.x, percentage) with percentage increasing from 0 to 1

    Its perfectly reasonable for something like this.

    If you need it to be to the pixel add a wait x seconds, put a set xy to target xy, and change the Boolean that gave it movement to false.

    Then again "to the pixel" isn't a very good idea either.

  • lerp(self.x,target.x,yourspeed*dt)

    lerp(self.y,target.y,yourspeed*dt)

    Target, as well as yourspeed can be a variable.

  • I hate it when some one makes a new thread in the "how do I" section, and then just make the title "How do I".

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  • I guess the argument here is we have lerp, and it can be more customized.

    Of course the argument to that is you might not want the "ease in".

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    Whats the plural of capx?

    Any way I have quite a few, shall we say... mechanics just sitting around doing nothing.

    Would be nice to see them in use.

    Hopefully by someone with enough patience to actually finish a game.

    spongehammer

    There is a lot out there already.

    More than enough to learn how to on your own.

    I see this as a convenience, or a time saver.

  • Targets kids.

    Makes game frustrating.

    Offers "fee pass" for a premium.

    Everybody else pays.

    I wonder how many of the big name developers are guilty of this?

  • You might check out image points.

    The vector would be bullet.angle-180

  • You can do that using the "on shoot" trigger.

    Just create a subevent that creates the circumstances you want to compare.

    Keep in mind hard wiring the behavior would limit that to a specific formula, rather than giving the developer the freedom to make his own.

  • A particle is actually a fairly heavy process when you consider all it does(multiple parts moving at different angles, etc), so it has been made as light as possible.

    Likewise physics is a heavy load as well, and having dozens, if not hundreds of objects running into each other is just not feasible.

    If you must, you can make your own out of sprites.

    Of course it shouldn't take long to see why the two aren't combined.

  • Perhaps with some webgl fx

    Google heightmap, or lightmap, or bumpmap, or ehh you get the idea.