sqiddster's Forum Posts

  • Scirra has said that it's a problem with their forum software and they are working hard to replace it.

  • umm... Construct 2 has groups! right-click the event sheet, and click 'add group'.

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  • Yeah, it's a problem inherent to hosting with a service like dropbox.

  • The NDA's only affect those who are dealing with Nintendo directly, we are perfectly free to spectulate as much as we'd like.

    Personally, I see this is a weird move. I don't see why Nintendo is after a lot of mid/small size games, when what it really needs is system sellers. And without webGL or the audio API, there isn't likely to be any system sellers based on the web framework.

  • system: scroll to position

  • Yeah, I suspected that spawning would be part of the problem. Thanks a lot mate.

  • Thanks newt for your raycasting suggestion, that's a good idea.

    I seem to have found a pretty good solution. Here's the capx for anyone interested.

    Basically, I cast two parallel rays, then use some simple trig to determine the angle of the wall. Once i know the angle of the wall, I just use 'push out solid at angle' in the opposite direction to the wall.

    It has problems with sharp inwards corners, but those can easily be fixed with some invisible collision if need be.

  • Here's how I would do it.

  • newt the movement is asteroid-style, the only difference is it should have collision.

    I never said the walls rotate, I just said that they can be at any angle.

    It's also difficult to make it manually because there's no good way to test the angle of the wall you're colliding with.

  • Neither of those behave the way I want ('Asteroids' style movement).

  • Notice that if you run into a wall at an angle, it will shoot off in one direction, or just stop flat. Ideally it should slide along the wall depending on the angle of motion, just like the 8-direction behavior.

  • Nope, because it shouldn't just top you when you hit a wall - you should be able to slide along walls.

  • *bump*

  • newt perhaps I forgot to mention that this is just an example and in reality the walls could be at any angle.

    andreyin haha, that's a pain :P If you remember anything I'd appreciate it!

  • newt it's not meant to be 'asteroids', that's just the way I wanted to describe the movement.

    andreyin I just tried using the bullet behavior/bouncing, but it's really disconcerting to control because of the fact that it just instantly changes direction on you. Not really an option, I'm afraid.

    Ideally, it would behave identically to the 8-direction behavior when hitting walls (i.e. would slide slowly along a slightly angled wall, and could slide at full speed along a wall if the direction was correct.)