bladedpenguin's Recent Forum Activity

  • I notice you are using the array object only for setting up the level. It's better to use a pair of named For loops, one for X, and one for Y.

    Every tick, move all the tiles down by ScrollRate * dt, or maybe give them all the bullet behavior, moving down.

    Pick the TIle with the lowest Y value. if that Y value is higher than zero, use a loop to create a new row of tiles at Yvalue-32 and randomly assign them the same way you already do.

    when a tile has Y > layout height, destroy it.

  • I would suggest moving every object except for the player in order to get a scrolling effect. You can control the rate of movement with a global variable that you slowly increment.

  • I might suggest some kind of sensor sprite out in front of each car to help you pick out the car in front. Once you have the location of the nearest car in front, you can check the distance, and speed up if it gets too far away, slow down or reverse if it gets too close. You can compare the angle to the car in front to see if you need to turn left or right. You can get a number of interesting swarm behaviors with variations on this algorithm.

    Edit: http://en.wikipedia.org/wiki/Boids. I think there may be an implementation somewhere around here....

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  • I'm also curious about this. I set my items up as sprites though, and they go in itemslots, which are also sprites. I'm a little wary of this setup, as I'm not sure what kind of problems I might run into down the road. I admit its a little odd to keep them as physical objects instead of abstractions.

    Anyway I can see a multiplayer scenario where the host has dozens of ItemSlots, all associated with different players, invisible and not synced with each client. The "paperdoll" sprites, as well as any attacks etc., will of course be synced to each client.

    It seems like only your Option 2 is really secure? It seems like using a player's own data in a multiplayer scenario is likely to be subject to manipulation of some kind.

  • Perhaps you are looking for the System.SetValue Action? By assigning the value of a slider or textbox to a variable, you can use it even after the textbox/slider is gone. I hope this is what you wanted.

  • I don't have anything from Apple, but I checked a video. The first thing that strikes me as odd is that your control schema is different, but that's not important. If I understand correctly, you want to stiffen the knee as long as the key is held down? It also looks like something is going on with the hip idk. It is really not clear what you want this thing to do. You need to be able to articulate it in plain language, even if it in Slovenian. I will not take the game apart for you.

    I noticed that you are directly applying force to the goraj/thigh, which has the effect of propelling it like a rocket. I don't think that is what you want. The next thing you should do is OnKeyPress, create a Rotary Limit Joint between the Thigh and Shin. OnKeyRelease, destroy that joint. This will stiffen the knee while the key is held down. I think you need to work to understand exactly what Daddy Long Legs is doing.

  • Maybe post a capx so we can see what you are trying?

  • What is Daddy Long Legs? I am familiar with a type of arachnid.....

    If you are trying to make a spider, I would say that pivot joints, one for the shoulder and one for the elbow would be correct. It might be helpful to play with the weight: the body should be about 1/4 the total mass, in my experience with articulated contraptions. It may be difficult to get the legs moving so it can walk, depending on what you are trying to do.

  • Any luck reproducing? or have I misunderstood the intended behavior?

  • Hrm this is going to be tricky to work with the optimization that C2 already does, and especially to do it in a way that does not break with updates. My project mostly doesn't use physics, so I would be raycasting against the collision poly. The functions to get that poly aren't in the SDK, so even after finding them, they might change or put the engine in an odd state. I'm content to give it a rest for now. My knowledge of the engine isn't up to this.

  • Depends on what you mean by "light beam" You need to be more specific about what you need.

    My guess is that you want a laser beam from one point to another. I would solve this by creating a sprite only a few pixels high with the origin in the middle of the left side. I would set the position of this sprite to the starting point. I would set the angle of the sprite to the angle between the two points, then, finally, stretch the beam to length by setting the width to the distance between the two points.

    If you have trouble implementing, post screenies or a capx so we can help you figure it out

  • Glad I could give a hand. For reference, if you need to deal with layers that have differing parallax, heres a chunk from my item events. You can see the set position call where I compensate for the fact that neither UI nor Game is centered at 0,0[attachment=0:fqfm07ll][/attachment:fqfm07ll] You can use a similar formula for your picking.

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bladedpenguin

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