QuaziGNRLnose's Forum Posts

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    10 minutes of liquefying bullet awesomeness that cannot be described.

  • <img src="http://dl.dropbox.com/u/1010927/mrwinch.png">

    MR WINCH, as some of you may remember.

  • just go look in older pages of the YC and uploads forums. there are litterally tons of awesome caps and exes demonstrating things that have been lost to new stuff over time, and new users are really missing out.

    uses of lerp? there are way too many. even more impressive are qarp() and cubic() , theyre like lerps big brother, for interpolating beziers of 3 and 4 points respectively. cosp(), a special "lerp" which does basically the same thing, except the interpolation is denser near the ends in a sort of curved fashion, using sampling from a cosine wave. can be used with lerp or all by itself for different effects. all of them take a parameter "t" which is a value from 0-1. that value is the percentage of the way through the interpolation. .5 being 50% 1 being 100% .25 being 25% ect

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    : play this as you read.

    IN AD 20XX.

    WAR WAS BEGINNING.

    KILLK: WHAT HAPPEN?

    DAILY CREW: SOMEBODY SET US UP THE BOMB.

    DAILY CREW: WE GET SIGNAL

    KILLK: WHAT!

    DAILY CREW: MAIN SCREEN TURN ON

    KILLK: ITS YOU!!

    <img src="http://dl.dropbox.com/u/1010927/ashes.png">

    ASHES: ALL YOUR USERBASE ARE BELONG TO US.

    ASHES: YOU ARE ON THE WAY TO DESTRUCTION.

    KILLK: WHAT YOU SAY!!

    ASHES: YOU HAVE NO CHANCE TO SURVIVE MAKE YOUR HWA.

    ASHES: HA HA HA HA . . . .

    DAILY CREW: KILLK!!

    KILLK: TAKE OFF EVERY '.COX' !!

    KILLK: YOU KNOW WHAT YOU DOING.

    KILLK: MOVE 'LIJI'.

    KILLK: FOR GREAT GAEMS.

  • :O

    Man this runs brilliantly on my computer... what an awesome effect! I like to hold down both the left and right mouse button and send like puffs off smoke into other things haha

    I wonder if it can be hardware accelerated...like the operation be performed by the GPU instead of the CPU with cuda or something

    if i recall there are nividia cards doing phys x GPU acceleration for fluids in examples ive seen on the web, and those are 3d! im sure a gpu could blow through this 2d version if someone knew how to program it.

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    : very similar not sure if CUDA is actual real time for game applications though

    : everyones seen this i suppose

  • OMG

    how did you figure it out?

    the sticks values return the x and y vectors of the stick and there respective magnitude.

    atan2 converts vectors to an angle

    angle(x,y,x,y) is atan2 pretty much.

    when you get to know constructs in's and out's this stuff will come to you in no time

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  • i agree construct is a 3d game creator, but a little bit of model loading and rotation control using an xyz vector on those imported models, would open up alot of possibilities to add 3d "sprites" to 2d gameplay.

    Dont talk about the idea of 3d in Construct as if we need to have a 3D inquistion and try to limit the amount of 3d things possible within the program. Construct it a game creator, and the more power it gives the users, the better

    if i knew how to program id think translating the my rotation stuff from event logic into extra mesh controls for the sprite objects wouldn't be very difficult at all. and having control over rotation in said object would be a godsend to those who can't grasp the math (heck i can barely even understand exactly what i did after not looking at it for a few months)

    i can assure you alot is possible with the current system right now though, and im probably going to release an engine with a custom loader and editor which makes 3d objects pretty easy for anyone with a good understanding of construct.

    but thats gonna be on hold for a bit as i work on mah 3D ping pong game, which'll show any damn thing is possible in this program

  • Why don't you just make a friggin 3D Object plugin already, sheesh

    (Looks awesome )

    thanks

    well i cant program, but I might release a tut with a bare bones engine for everyone to use!

  • <img src="http://dl.dropbox.com/u/1010927/pingpong.png">

    anyone up for a game of 3d ping pong?

    ive gotten collision testing to work with the paddle, its all smooth sailing from here

  • Now this is interesting!

    Even if making really complex thing with this, including collisions, would be too difficult, this could at least be used for some great backgrounds/foregrounds.

    Nice work!

    look for my "what i learned at school today" example.

  • i just set width to a negative or positive to mirror my sprite., something like when its facing left set width to abs(.width)*-1 and when its facing right to abs(.width). you dont have to waste any extra memory either!!!

  • shouldn't it grab the layout AFTER drawing?

    i was thinking the same thing

  • HEY.... LISTEN!!!!

    you guys know what i mean

    the sounds are very nice and relaxing not much else to say right now

  • adding to ash's suggestion

    you need to store the missiles x,y position before it had moved using variables (just set one to missile.x, the other to missile .y, in an always event at the very bottom of the sheet) and create an sprite with a plain texture (just a colour fill) at that point, set the height to the desired "thickness" of your trail, and set the width to distance(trail.x,trail.y,missile.x,missile.y). then set the trails angle towards the point on the missile where the trails are spawned on (by default its the hotspot, but im assuming you want it on the back), do these events always

    add to the always an event that sets the trails opacity to ".opacity-(speed of fadeout perframe)" and maybe some timedelta stuff but that shouldnt be hard to figure out if youre using timedelta already.

    lastly create an event to check if the opacity of the trail is less or equal to 0, and add an action that destroys it in that event.

    thats all ! ^_^

  • this is way too vague a question, we need an example of the waypoint system your using, or some more information of what exactly ur doing right now and whats going wrong