QuaziGNRLnose's Forum Posts

  • Don't use greater than/less than tests on angles - it never works properly. They always have problems with the crossover between 0/360 degrees. That's what the angle-specific expressions, like anglediff, are for.

    dont confuse him though, you still need to use those tests on the anglediff expression.

    the best way to do things would probably be link mans though. since it allows for absolute control like my method and its simpler than my overcomplicated method of the same thing, and im guessing its the least cpu intesive aswell.

  • if hi res graphics aint your forte, dump the idea for now

    making a game hires wont get you anywhere. infact itll make you never finish if you dont have the capacity to make work you like quickly (which takes practice).

    id say you should start with low res pixely stuff, or simple graphics . your games will have 10x more of a chance of being completed, and youll be able to make ideas work quickly if youre a graphics oriented thinker (like me).

    im speaking from experience here. my projects with simple graphics are alot farther along than the complicated ones.

  • rojos example should work if you have an object only based thing without alot of complicated object which rely on other objects (bone movement type stuff)

    but if you run into trouble you could always do some trickery with a canvas instead moving it to one half and then the other pasting all objects on both passes, and that should work 100% like setting the scroll without being hacky and moving all objects around and wrapping them aswell.

  • i really wish there was a way to do this, the only way to make this atm though would be to make your sprites different colours into multiple pure white objects of solely that respective colours pixel layout and change their colour filter on the fly. a more automated way to break stuff up would be nice of course.

  • you could also use vectors to compare the angle, but that might be a bit difficult if you dont understand what vectors are (mathematically, not graphic type vectors like in flash or wtv)

    angle dif should be fine for this tho, and use it in conjunction with compare if angle is clockwise/anticlockwise to conditions if you want a value between different intervals on different sides

    ex: angle diff </= 5

    angle (comparison angle "355 in this case") is anticlockwise to (origin angle "0 in this case")

    angle diff </= 50

    angle (comparison angle "50 in this case") is clockwise to (origin angle "0 in this case")

    so your interval can be controllable on both sides like this, remember angle diff only returns a positive value (dont know why tho, returning a neg would be really handy so you didnt need to waste time with these clockwise conditions)

  • ellipse only means an circle with variable height and width, its what a rectangle is to a square. and a rectangle can be a square, same principle applies here.

    as long as your sprites height and width are the same, it will collide as a circle. and i guarantee that you wont get an easier and better working way with anything besides physics

  • yes there is, its called ellipse...

  • You *cannot* use meshes exported from any program. the .mesh format used for construct is for construct only, its a special type of file that only the mesh editor or construct saves and exports. the name .mesh means nothing it could be .asfkjhdfkaf

  • howd you do the lightning? i assume random offsetting of a lerp from cloud to strike point at intervals, thats how i had done it for static scrubber

  • id say the physics behaviour, since peggle has quite complex ball dynamics, and can roll on smooth surfaces ect. you have to set elasticity on the ball to 100 and world gravity to 50

  • it uses the same tech as bomb model, infact its less complicated since it doesnt wrap a mesh around the sphereoid that is spawned (the swirl of points) or in the bomb's case, a round bomb body

  • Mesh's are a file that Construct can generate, basically it's a saved form of a distort map.

    If you'll look in Construct's folder you'll find another folder called tools. Within that folder you'll find some examples of some mesh's, and a map editor.

    Btw Mesh's are fairly scale-able, and will scale themselves to the sprite they are applied to.

    while youre on the subject of meshes, you could probably use newts tool (if it saves mesh files, i never used it, where can i get it newt?), import a mesh, and make system which finds the height of the closest vertex on a mesh and use that as a simple and id think rather fast way to do things. it might even be faster than using an array

  • [quote:17s5gilo]Your slices idea was more or less what I meant with my less attractive solution. But I don?t understand why it would be that slow. It would only need to retrive the value when an object is moving, and let?s say there would be 20-30 objects moving at most which need to have their height checked, would that really make such a punch in performance? I could probably get away with checking a units height every 3rd or 4th frame or so, and, if using the slices-method, all it would do is a simple collision check "is unit touching height object x". If using the check-color-value I guess it would be similar, no?

    actually, checking color is a whole very different process, color values require gpu/cpu transfers for the texture data, which is the absolute WORST thing you can have for a real time application. collision checks are highly optimised and dont have this bottleneck.

    [quote:17s5gilo]Or is collision checking in general slow? I haven?t really read that much about constructs performance, but to my understanding it is quite fast, no?

    as i said collision checks arent slow, but GPU/cpu transfers with value checking is very much so.

    [quote:17s5gilo]And about smooth variations, no. I was thinking that if I have a layout of maybe at most 4096x4096, then I would stretch a 512x512 grayscale map over it. Making slices would complicate that idea, as I would have to stretch several objects, and make sure they all match up when stretched. Also, say I would make 16 slices, that would mean 512x512x16, not an attractive solution when I think about it.

    no youd only need to run a loop to spaw the 16 or wtv number of sprites, they could all be the same sprite type, all you need to do is spawn 16, and change the animation frame to wtv loopindex they were spawned on, and store that loopindex in a private variable. just make sure the animation speed is set to 0.

    i have no idea why you think 512 by 512 by 16 isnt an attractive solution. a huge sprite that has to be transfrered to vram, into the gpu, to the cpu, the cpu has to check a value out of a 512x512 array of pixels, 30 plus times, every 15th of a second if you do it every 4 frames is?

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  • Ok, now lets see that work with the bitmap font plugin. If you could get the pencil to actually look like it's tracing the letters, you might have one hell of a name input screen.

    if only i could get the quadratic bezier splines of true type fonts, then that would be a cake walk

  • Besides, the above example wouldn't work! I believe it is cout

    That is why Construct is awesome, you have everything at a mouse's reach, no worries about syntax unless you're into expressions.

    even in expressions, syntax isnt very complicated, you dont need semicolons and slashes and dont need to know weird words like cout and isostream. you only need to make sure brackets are closed and remember to put +- ect between terms.