QuaziGNRLnose's Forum Posts

  • 3d for things like the space ship you just mentioned is pretty easy.

    what people dont seem to understand is that 3d isnt just like 2d. most people around here are too scared of a little math, and thats 2d math. 3d math is whole other level and everything that seemed simple before just became a giant headache.

    even if you understand how to do 3d, your barely able to do it and it is a massive challenge.

    construct DOES have the capability even right now to do alot with 3d, but you gotta figure it out for yourself and understand it in order to get anywhere.

    ive uploaded an open source file with all the rotation crap already, making something like that space ship mentioned is more than possible.

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  • play with the magnify shader on a layer with different gradient sprites moving around all over it to make it animated. i wouldnt use warp.

  • check out the lerp and cosp system expressions for scaling over time

    , and for "scale" scaling do some cross multiplication, and you can figure out the scale height or width based upon a chosen/known width or height. or you can multiply them both by a known scale factor.

  • saving is complicated and there are a ton of ways to do it, arrays, ini, files check them out.

    for the grenade thing, remember you dont have to be counting down, you can simply add to a variable every 5 ticks and when its >/= "greater or equal" to whatever amount you want do all your stuff.

  • sine isnt same speed going up as it is going down thats a triangle wave. sine is the length of the vertical side of a right triangle with hypotenuse of length 1 at an angle X.

    heres an example, tracing an ellipse through 3d space with a combination of my technique for sine movement through Z elevation (or any parameter) and a real sine behavior for the y movement.

    http://dl.dropbox.com/u/1010927/zsinemov.cap

    i made a mistake in my post its 360/milliseconds.

  • just global('score')

    the text. is causing ur problem

  • newt that would make a saw wave?

    set sprite z elevation to:

    sin((timer+{offset})*{period scaler})*{range}

    this has pretty much everything you need to do what the sine movement does in its entirety. randomizations require a second step, but first let me explain the different {fancy bracket stuff}

    those are all adjustable parameters.

    offset, will be a number from 0-359 anything higher or lower will just make it harder to read because of loop-back in the phase.

    <img src="http://hobohome.com/news/wp-content/uploads/2009/10/sinewave.gif">

    this parameter will act like the offset in the sine behavior, except its not in percentage.

    if you wanna know how much of a percentage of offset it is, simply check what your desired offset over 360 is. like an offset of 90, would be 90/360=1/4= 25% i assume your smart enough to figure out what a desired percentage would be (cross multiply some stuff i dont feel like explaining it its simple math)

    the {period scaler} adjusts the length of the period. i think timer is always gonna be running at millisecond speed. so it normally takes 360 milliseconds to complete a full period (again all has to do with sine phase) if you have a period scaler of .5 itll take 720 milliseconds, because itll be half as slow, and of course a scaler of 2 will take 180 milliseconds. if you wanna have an exact amount of time

    i think you would have to do this to get it

    desired length in millisecs/360

    and use that as the period scaler parameter

    range parameter is simply, well... range.

    if you wanna randomize things, use private variables for each of the parameters, and at startup

    add a random(x) to the desired starting value.

    thats pretty much all you need to know to mimic sine behavior, its really not all that complicated if you know what you're doing.

  • i was only 14 a year ago when i joined.

    age on the internet is completely random, this guy could be 50+ for all we know, it wouldn't make a diff.

    anyways i dont see much point in making this and dont think u should, but if you really wanted to on your own, wtv go for it.

  • He also loses the sliding fiction down the wall and the cool double jump effect.

    My concern is will every new version break your game? I hope not.

    broken things are usually easy to fix or fix themselves in later versions, also remember construct is still beta, so its expected things are gonna change from one version to another. if your using construct simply for making a game, stick with the versions that wont break it throughout its development. but fixing these minor problems just means rewriting simple things here and there.

  • > In pixel art isometric though, instead of 0.53125, you would probably just use 0.5

    >

    in TRUE isometric images you would use 1, as isometric means all axis are equal, there's no "squashing" on any of them. Then again, most "isometric" art is not really isometric, as it does look a bit weird.

    In my system I allow an angle, so this factor starts at 1 but it will be set to the cosine of a view angle (press Q and W), and objects get repositioned accordingly (so at 90? it's ISO, at 60? its 0.5). It seems to go weird below 45, but that probably depends on the source art.

    Speaking of which, Deadeye, our stickmen shall do battle XD

    wooo Construct going ISO!

    mine allows 360 movement on the squashed grid, toward the mouse at the correct speed for any given angle, check it out

  • http://dl.dropbox.com/u/1010927/isometric%20engine3.cap

    platform movment!

    i need to implement your wonderful depth sorting into my engine

    also guys, remember if you want your stuff to move properly within the iso grid, you have to make movements across the Y axis 1/2 speed of the x axis movements and the trig gets complicated having to work on this flattened grid.

    i have that and jumping working here, but it uses simple depth sorting.

  • [quote:3olu5c3b]a more wibbly wobbly blob rather than a shaky quaky blob.

    but it's also more kinky plinky

  • http://dl.dropbox.com/u/1010927/furry%2 ... 0thing.cap

    yay for no springs attached (it wont work in newer versions so open it in 98.9 or else it just asplodes, hingeing doesnt seem to work the same in new vers)

  • and its only gonna get better guys

  • very possible, and theres even a variety of ways to do it, you can use springs (which kinda freaks out)

    or you can make a closed loop of hinged objects and add force in the opposite direction than that of " the object to the average of all the 'loops' objects." (quotations because its kinda confusing)

    for a bouncy ball type blob this method works really well, and if you don't crush it beyond its center (which shouldn't be happening anyways) like with spring objects, it can crimp or invert.

    for meat cube type of things, springs are really the way to go.