vtrix's Forum Posts

  • i had the same misunderstanding, now i put my events and local vars into a group and put the locals at the top of the group (before the events)

  • i think every js/code is portable to construct, what a plugin does, is translate the javascriptcode into the construct eventsystem, so you can interact with the js code via the eventsheets, how much controll is up to the pluginmaker, but i think its doable to have a 3d engine controlled by events, but it would take alot of work to make it really usefull and beyond a fancy techdemo

  • yeah i have this issue too, i do al sorts of tricks just to see the update list :)

  • kbdmaster , you do realise that your url is not working

    http//dl.dropbox.com/u/46771759/Cake%20Hunter/index.html

    i guess it should be

    dl.dropbox.com/u/46771759/Cake%20Hunter/index.html

    and by the way.. that jump is impossible!

  • the problem ive got with velocity x velocity y is they work only on the x y axis, what about something that is moving in cross motion, the only solution i could think is having some distancevelocity

  • it probably should, have also had some trouble testing the revolute thing, but i guess it was because i dont understand how it works enough

    etc, what is connected to what and how and what are the limitations,

  • something is wrong with the revolute settings, dont know what but the error is coming from that

    no i dont know, maybe because its on the same object

  • only set the angle to mouse if the distance to mouse is greater then a certain distance

    every tick

    distance(player.x, player.y, mouse.x, mouse.y)

    is greater then

    100

    set player angle of motion to mouse

  • lets start small and see the first multiplayer demo, then take the massive another day

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  • use bullet behavior with bounce off solid setting, you should probably add a bit of randomness to the angle, cause now its very predictable, but its a start

  • yeah yann maybe you can make the whaleplugin :)

  • yes that will not work, just set the current speed once, otherwise it will overwrite the slowdown

    just to this lerp(speed,0,0.8*td)

  • isnt it like this, will need to check :)

    lerp(Player.speed,minSpeed,0.8*dt)

    yes this should work ?

  • it depends on what exactly you want to do, but you can just set bulletspeed to speed var, and just substract from speedvar every ..seconds

  • hmm yes, you need to calculate the impact/explosion direction relative to the bricks,

    lets say you have an explosion sprite, then you would create a angle test on all bricks relative to the explosion sprite

    something like this

    for each brick

    brick.impactangle =

    angle(explosion.x,explosion.y,brick.x,brick.y)

    impulse at angle = brick.impactangle -180

    for strength you can also do a distance check from explosion