tulamide's Forum Posts

  • This is the important part of the linked news:

    "It begs the question that if you can find and arrest people who are suspected to be involved in piracy using existing laws, then why introduce further regulations which are US-only and potentially damaging."

    I hope US citizens will wake up before it is too late and fight SOPA...

  • Hmm? <img src="smileys/smiley4.gif" border="0" align="middle" />

  • I will see if i can put something toogether. In the meantime, to give you something to try on your own: The platform behavior has 2 actions, "set additional x speed" and "set additional y speed".

    Whatever value you use for them, they will add or substract (if they are negative) to the current speed. It is valid per tick, so use an always event for continous additional speed.

    the additional speed components can be calculated from an angle using sin and cos:

    x_speed = cos(angle) * factor

    y_speed = sin(angle) * factor

    You just need to differentiate when the character is walking and when sliding. And you need a way to get a dynamic factor (higher factor = faster slide)

  • You should read further down that topic you linked. The last but one post shows how it has to be done. And the post before that even explains why ;)

  • It doesn't make a difference to CC, because all graphics are converted to rgba anyways. The only advantage is that using magenta means you don't need to save an alpha channel with your file, which saves you (negligible) filesize, because you're only saving 3 instead of 4 channels.

  • Construct doesn't render anything, it only sends data to the graphic card. Those cards may behave differently, depending on the card's manufacturer or driver version, etc.

    As far as I understand it (I may be wrong, but I'm almost sure), all spatial data is used relative on the graphic card. The output frame is 1.0x1.0, and everything else is relative to that.

    For example, if the game frame is 800x400 and a sprite is 200x200, then it's 1.0x1.0 and 0.25x0.5

    That's why subpixel values are possible, but how they are implemented graphically depends solely on the graphic card.

    When defining linear or point sampling, or Multisampling, you are activating functions of the graphic card's driver.

    You can't tell, how exactly it is implemented by just going down to 1 or 2 fps. For example, the graphic card may have a function that detects the frame rate and starts blurring the edges only if that frame rate is over a certain threshold (e.g. to still let 3D artists work accurately with their software).

  • The user needs all, that you are depending on. If you are using the included dll only, then the user also only needs that one.

    Please create more obvious titles for your topics. Me, and I'm sure at lot more people tend to ignore threads with generic titles like "need help", "help please", "i have a question", "important question", etc.

  • Yes, 'lastX' and 'lastY' are private variables.

    This method will give you the angle from the last tick to the current tick. It is not the angle to the next tick.

    However, something like making the speed of the sprite relative to the angle should work. But then you should make that angle relative to the direction of the force.

    For example, if you're doing a classic platformer, the downward force will be at 90�. Therefor a 30� (down to the right) slope should be treated the same as a 150� (down to the left) slope, speed related.

  • Thank you, that will help! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Call me dumb, but I have no idea how to put in a nice signature image. On the "edit profile" page I have a text box "signature", what do i need to enter there? Something like ? And what are the restrictions for images (size, or whatever I can't think of atm)?

    EDIT: I hope I posted the question to the right forum.

  • No specific help this time, I'm afraid, but in general you'd use sin and cos with values like distance and angle between points.

    For example, if the position of objectA is [50, 100] while the position of objectB is [200, 200] and the angle 0?, and you are now about to rotate objectB to 15?:

    radius = distance(objectA.X, objectA.Y, objectB.X, objectB.Y)

    relativeAngle = angle(objectB.X, objectB.Y, objectA.X, objectA.Y)

    objectA's new rotated x = objectB.X + cos(relativeAngle + 15) * radius

    objectA's new rotated y = objectB.Y + sin(relativeAngle + 15) * radius

    Now that objectA is repositioned you can rotate objectB to 15?.

    You need to work with buffers (pv for every value) when at the same time you not only want to rotate objectB, but move it also.

    Then you would buffer distance and angle before moving objectB, then move objectB, then calculate objectA's new position and finally rotate objectB.

    EDIT

    Very, very simple example cap: rotating_relative.cap

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  • Screenshot from my project "For Whom the Bell Tolls"

    <img src="http://s017.radikal.ru/i440/1112/94/04716d5a63df.jpg" border="0" />I love the artistic style.

    But make sure there's enough contrast for the player to not get too distracted from the background. For example, in the lower middle of this screenshot, all those lines and plants with high contrast in the background give some hectic to the eye (don't know how to express it else in english). It should have less contrast and maybe a bit blurrier, or have a slightly different color range as a contrast to the colors used in the foreground.

  • Edit: You might as well have this too

    <img src="http://dl.dropbox.com/u/326175/120114fggggggg.png" border="0" />Wow! Beautyful. The lighting, the shadows, should add tremendously to the atmosphere.

  • With the "Add Line" action.

    Please make sure, that you have read the wiki (e.g. List Box Object)

    Also, if you right-click on an object in the object list tab, while layout editor is active, you can select "Object information" from the context menu, which lists all ACE that object has.

  • Rounded to the nearest 100th would be 0.22

    You can use the system expression "Format decimal number" = FormatDecimal(number, digits)

    myRoundedNumber = float(FormatDecimal(0.2198445, 2)