tunepunk's Forum Posts

  • I'm getting the overshoot ratio.

    (accumulated distance-target distane) / target distance

    then i get the rate of overshoot.

    ....

    or if i spawn a new one at the old location and just move it desired distance towards the current position?

  • Rather than having your main object spawn the dots, you should have the dots positioned at predetermined locations along the path and reveal them at that location after your main object passes them.

    The problem here is you want dots spaced evenly, but for example even if you spawned a dot every tick, your object doesn't necessarily travel the exact same distance every tick, especially on a curved path.

    But the path is not predetermined. and ticktime shouldn't matter because total acummulated distance should always be the same no matter how fast or slow time goes.

    if you travel at 10 pixels a second, when you have reached 100 pixels you spawn a dot.

    if you travel at 25 pixels a second... when you travelled 100 pixels you spawn a dot.

    Problem is probably overshoot than time? If i travelled 110 pixels it places a dot. resets and starts over, maybe i need to compensate for pissbile overshoot. My C3 example above does exactly what I want but there are some irregularites that i need to figure out where they come from.

  • I also tried to accumulate distance travelled every tick, and when it reached a certain threshold told it to spawn a new dot, but that approach didn't seem to work.

  • I did a test here in C3.

    https://www.dropbox.com/s/g4sn4ldt3hz30 ... t.c3p?dl=1

    I'm trying to create a trail behind the object with dots that are equal lenght apart...

    As you can see in this example, they ofter vary, and i can't get it much more accurate than this at the moment. I want the object to spawn dots with equal lenghts between them, no matter how fast or slow the object is moving.

    My main approach was to adjust the rate of particle spawn based on distance travelled but it seems to have som hiccups.

  • R0J0hound Thanks! At least i know where to start, but not sure it would be worth it, Or if I even need that level of accuracy.

    The moving object would have to stop after travelling a certain distance on a oddly shaped curved path, and spawn a sprite at exact regular intervals so these spawned sprites are "exactly" equal distance apart. kind of like a dotted line at the object's path.

  • I have an object moving along a path, but I need to get the distance it travelled. Not the linear distance it travelled between every tick, but the cubic distance per tick across several ticks?

    Any idea how i go about that?

  • It depends how you plan to work.

    I mostly work only with a pen and touch input in C2 and C3 but it has some problems.

    C2 does not recognise a pen right click, so I have to use a 3rd party software to fix that.

    C3 - Most browsers don't work very will with pen/touch (especially pen) at the moment. But if you plan to use C3 with a keyboard and mouse any browser will work.

  • tunepunk - file a bug on the Edge issue tracker then at least they might eventually fix it.

    I already did that, and filed similar bugs with all browsers. I don't know if it's how they intended it to work, or if they are just sloppy.

    Currently when using a pen pointer events work similar to touch (Or at least should be working, when it's mostly broken) whereas old behaviour was more similar to how mouse behaves. I don't know if there's any way to on system level change that because all browsers that do handle pointer events have similar problems. In some cases it's probably intended as a feature, but I feel it's a big step backwards to how it used to work.

    I just tried another browser that works best so far. Called UC Browser UWP from windows store. It seems like it's a reskin of edge or something, but it behaves better in most cases with pen, and in general. Although there is not even support for popups, so I can't even log in to cloud services with that browser... lol

  • Just downloaded Fall Creators Update and tried using C3 with edge... and you know what? Now I can actually run C3 in edge, but ...... they completely screwed up the pointer events. Now pen input works more like touch and not like mouse.

    Before Fall Creators Update.

    *Double clicking text would mark the whole world. - Perfect just like a mouse.

    *Tripple clicking would select all text or the whole paragraph. - Perfect Just like a mouse.

    *Tap and drag to mark text worked fine - just like a mouse.

    After Fall Creators Update.

    *Double and tapping does not behave same, and doesn't work - especially when editing text.

    *Tap and drag now scrolls the page. Kind of like touch input.

    *Tapping a word marks it and adds 2 small handles so you can edit what to select.

    I don't know what's wrong with these browser devs, if they are idiots or they just assume that people want the pen to work same as touch. They had countless of requests adding functionality to Office programs to have Pen work as a mouse with the same behaviour, and implemented it because nobody wants to use pen as touch. Was REALLY looking forward to working with C3 in my couch with only my pen as my input device, but NO. Apparently browser devs have no clue on what makes a pen powerful and likes to screw things up.

    Currently there is NO browser that works well with pen input. Edge had a golden spot here and worked flawlessly before the update, but now they broke it.

    * Chrome - No has weird bugs with pointer events, double clicking does not work. completely disabling pen input once in a while, so you have to restart.

    * Firefox - Works somewhat ok, but does not trigger the touch keyboard when entering text in input boxes so very annoying.

    * Edge - Worked PERFECT before the update, except id didn't run C3. After the update pen input broken.

    * Opera and Vivaldi does not seem to support pen at all.

    So if there's any other couch developer, don't update to Fall Creators update yet, and go with firefox. Seems to work best for now.

    /end rant.

    If anyone knows any 3rd party software that converts pen pointer events to mouse pointer events or something similar. Please let me know.

  • mOOnpunk

    must have been electron then? I think thats the only other option i know of.

    https://electron.atom.io/

  • Tint 2?

    https://github.com/trueinteractions/tint2

    [quote:4q517m1g]Tint enables programmers to create desktop applications with JavaScript by utilizing the node runtime with direct access to both native objects (Objective-C Objects and .NET/COM objects) or by using Tint’s built in application object model and API that standardizes GUI components across various operating systems. It’s a light-weight node runtime that integrates the application loop of the target operating system and safely exposes any native OS object needed to build an application.v

    I've heard about this one, but don't know very much about it, but at least it could be a contender. No linux support though.

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  • I would pobably talk about the strengths of visual scripting, or the Event sheet in this case, and how it can speed up development, and allow non coders to understand and easily create things.

    Some good points I like about construct.

    * Good overview of what actually is going on.

    * Easy to learn.

    * Fast prototyping of mechanics and gameplay.

    * As a designer you're not at the mercy of a team to visualize your ideas.

    * Extending construct with plugins, effects and behaviours. (Construct out of the box is missing a lot of advanced features, but as a studio with some javascripters, you can create a lot of functionality that is not included in vanilla construct.)

  • You can also "use for each element" in arrays. So another approach would be to loop through the array, and as soon as you hit a "free" spot you place the item there and stop the loop, or you could also continue the loop if you're picking up multiple things at once, and stop the loop when all the things has been placed in the inventory.

    Somehing like that could also work.

  • You could try the browser object to your project, and add a button in your game to enter fullscreen mode.

    There is an action to request fullscreen in the browser object.

    Hope that helps

  • Found this old thread looking for something like this, but I'm not using waypoints in my racer because the complexity of the levels. Since you have all the positions at start I'm trying to detect if something is passing me instead. Still working on it but getting there.

    If you are position 1 travelling at angle 90, then if a car passes (within a certain distance), the angle between you and the car that just passed you would be within 180degree of the direction your going (infront of you). When this happens you could easily trigger an update to the current positions i suppose?

    So I think detecting if something is behind or infront of you would be better and more exact?