Schoening's Forum Posts

  • I am working on the HUD of my Game right now and the problem i have is that at the moment the Spaceship will just move towards the last Mouseclick.

    Now that i am adding HUD with "Spells" etc. That would overlap with the Mouseclick i want the Movement Mouseclicks only to happen On a certain Screen Area.

    I think Event Mouseclick and Compare Values is the way to go. But i am not shure how.

    <img src="http://img267.imageshack.us/img267/5017/taskbarproblem.png" border="0" />

  • Link Fixet :)

    Edit:

    The Framerate depends alot. I got framerate of up to 2000 in the Demo

  • I don't know if you know about SSSS yet..

    It is pretty much the future of Gaming graphics..

    Real Time Rendering.. ah what the heck ! Read the Article yourself !

    Download the DEMO

    And be amazed of the Frame-rate and Graphical insanity !

    Matrix here i come

    Link

    Edit:

    This is a new way of Rendering.

    Normally Rendering this in for Example 3ds Max or Blender would take 30 seconds - 1 minute. PER FRAME.

    Let me explain that a little more:

    "The technique has been used for some time at top animation studios like Pixar, but Jiminez has managed to work out a way of doing it on computers with far lower specs in real-time. That means you could see it in the next generation of games engines, running on a future Xbox 720 or PS4."

    Animation Studios can use this, because they do not need to Render in REAL TIME. They make Movies, They render a Model and take a Picture of it.

    Now they have one Frame.

    Then they render it again for the next Frame, until they have enough frames to make a movie of it. (30-100 frames per second)

    That was not possible for Games until now, because we cant have 30seconds Freeze Time between each tiny movement on the screen to render a new Picture.

    This new Technology Renders at realtime. 60 - 100 Frames !

    There is alot more technical stuff to it. But basically we can now create incredible grapics that look far more real than anything ever accomplished.

    There is a Link for Downloading the Demo of it. It is 47mb large, try it out :)

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  • Why worry so much about protecting so much the game assets? I mean, if a game gets popular enough, it will get hacked and dismembered, no matter what, it's only a matter of putting effort and time into hacking it. I dunno, it's like a never ending war. I don't know, it's just a personal opinion, but I would be happy people want my assets so bad, I might be doing something right.

    Yeah it is mostly because i found it awesome and less because of the hacking <img src="smileys/smiley1.gif" border="0" align="middle" />

  • First part done :)

    <img src="http://img819.imageshack.us/img819/1328/turretsshow1.png" border="0" />

  • R0J0hound

    Sadly i can't take Ship Angle into the Equation in the Turret Behavior.

    But i will just create my own Turret with Events :)

    R0J0hound

    Mastasurf

    I will try out your ideas, thanks a lot <img src="smileys/smiley2.gif" border="0" align="middle" />

    I just find it weird that i can't simply make it face a ImagePoint..

  • The tutorial you are refering to is for Construct-Classic.

    Yes.

    But i would think that Construct2 being the successor of Construct Classic would keep such a good feature.

  • I don't see how this question is related to the prior topic.

    But to answer, imagepoints are relative to the animation frame they are set to.

    Anyway, hopefully this capx made of 3 events will help you understand imagepoints and "rotate towards position" action.

    Sorry about that.

    And Thx, i think i got the hang of it now :)

  • How to secure Game Assets

    I read this and tried it out on Construct 2 .

    First i though it WORKED ! Because foolish me din't clear browser data and so the Game kept being stable in Chrome..

    Cleared the Data and it seems like this is not working in Construct 2...

    Why is that? It is Awesome ! With a bit of brain you can protect your game and the only way to crack it is by brute force !

    Why not in C2 ? or am i missing OR EVEN over-hyping something here?

  • Simple question related to my other Topic

    Other Topic

    What are ImagePoints based on?

    Is it the Sprite they are connected to?

    Because i am getting the horrible feeling that they are based on the Layout or some other Angles...

    I need to rotate a Pin'ed sprite to face an ImagePoint on a moving Object.

    So i need it to rotate Relative to the Moving Objects Rotation.

    Check out my Other Topic in the Link for more information

  • When the turret has no targets, it returns to it's starting position.

    Is that what you want?

    No i can do that with a event.

    I want it to Rotate to the Start Position Relative to the ships Rotation.

    Cool as it is, i don't think your Turret Behavior can do it..

    The Heading and Arc can't be changed in events.

    <img src="http://img685.imageshack.us/img685/6038/shipdefault000.png" border="0" />

    See what i mean? The rotate back is one thing.. Mostly Cosmetic.

    But i REALLY need the turrets Aim Area to Follow the Ship.

    I think i need another way to do it <img src="smileys/smiley12.gif" border="0" align="middle" />

  • Probably nice <img src="smileys/smiley17.gif" border="0" align="middle" />

    Ajax is still over my head ^^

  • Nice. Trying it out right now :)

    Can't seem to get it to turn yet.

    Still i am open for other ideas as well <img src="smileys/smiley1.gif" border="0" align="middle" />

    This might fix   NR 2. but not NR 1.   <img src="smileys/smiley17.gif" border="0" align="middle" />

    Because it does not solve the Movement problem.

    Also i still need to turn the turret back to it's start position, "rest" is not doing that for me... what exactly is "rest" for?

  • 2 things i want to learn next.

    1. How do i reset the angle of my turrets when out of range?

    Once my turrets are out of range, they should reset their position, not so hard for placed turrets. But what about those i have Pin'ed to my ship?

    I have tried with Imagepoint's of the ship. But since the ship is moving, the turrets kept rotating.

    I need to somehow rotate them back to default once they are out of range.

    2. Make turret only fire when Target is within angle.

    Again.. not so hard for standing turrets, but no clue for the ones on the moving ship since the image-points and angles change while moving.

    <img src="http://img338.imageshack.us/img338/383/turrentexplainanglerang.png" border="0">

    Game

  • Runs fine here2, cool btw :)