newt's Forum Posts

  • Angle() gets you the angle from object to object. That gets you a vector straight at the object.

    I want to get one object to travel parallel to another.

  • It's not going to look like you think it would look.

  • Touch?

    AngleAt()

  • With caustics.

    I love it when dev becomes serendipitous.

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  • Yeah, that's a bit like Tone js that rex had integrated.

    It could probably replicate any effect, or sound you wanted, but the learning curve plus development time just don't match up just doing a recording.

  • That's an instrument and player.

    I'm speaking of just instruments, or synth, or pads for specific sounds.

    Specifically sound effects on the fly.

  • Out of morbid curiosity, what are the chances that we could get something like a vst sound plug host to generate sounds on the fly?

    Its doable now with WASM right?

  • A hash is a bit different than encryption.

    The hash simply tells you if the data has been altered.

    They would have to alter the game code to elicit a specific response to a specific hash.

    If it were just a single character that might work, multiple, not so much.

    Keep in mind that all that is magnitudes more work then simply looking up methods to break encryption.

    Not that regular obfuscation/encryption wouldn't most likely deter 99% of would be hackers.

  • Line of sight allows you to cast a ray at an angle to check for collisions.

    Cast the ray in the direction you are moving via whatever control.

    Also you absolutely should not use pathfinding every tick.

    Its should be asynchronous every time. That's what the Boolean variable is for.

  • Player coordinates are relative.

    Also Los has raycasting.

  • I would suggest something like Line Of Sight in conjunction with Pathfinding.

    Bool variable "canmove" =1

    - player has Los to touchx,touchy, move to touchx,touchy.

    -else set "canmove" to 0,player find path to touchx,touchy.

    Player on path finished, set "canmove" to 1

    It can only be as smart as you make it.

  • I played around with the system save slot system, and I'm kind of torn between the two.

    The only issue with the save slot is that it would load all objects, even those that have the No Save behavior, since its just about the state of that object. Of course we're talking about the editor rather than run-time, so that's different. If the objects in the json didn't exist, they couldn't be placed in the editor, and I'm guessing that if they existed in the project, and didn't exist in the current layout, they would not get created by loading by json. My opinion on that anyways.

    Then as a single object.. you would have to load each one separately.

    To be honest I kinda think if you wanted to go down the path of pre-loading, you would most likely do more

    than one.

    Edit:

    Also I'm not sure how instances should be handled in the save state load. I mean by my definition you would have to have the exact amount of instances if the save had multiples, which is kinda ehh.

  • Here's an example using 30 seconds

    dropbox.com/s/my90ee9q6t7gdfn/unixtimecheck.c3p

    Change 30000 to 86400000, and check back tomorrow.

  • Id say Los, Physics, Pathfinding, Bullet, Platform. There's probably more.

    One thought as an alternative is the system save slots. Rather than do each object, save the entire layout with No Save behaviors on the ones you don't want.