David's Recent Forum Activity

  • It easy to make objects be on top of each other, you just have to add a y component to the private variables and translate them. However looking up and down is a lot trickier. It can of course be done its just I dont know the maths....it might be better to use a form of matrix transformation instead of my quick and easy method.

  • lookin good keep up the good work!

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  • Take a guess at mine

  • At least theirs support moving platforms (or so I've heard)

  • ah its a desktop not a laptop. I find i work more productively on a desktop and dont chase my house mates around saying 'look at this utube video!'

  • Hey guys I'm back...just after I finished my uni work my laptop died ( I fried the graphics card somehow) and I had to get a new computer.

    My computer has an Intel Core 2 Duo CPU (E8400 3Ghz) - which apparently can be overclocked to 4 heh. And my graphics card is a NVIDIA GeForce 9600GT. I'm still running XP and I'm happy to say that UT3 demo runs at highest possible settings perfectly smoothly at 1680x1050 and crysis runs playably at the high settings as well (anyone know how I can get stats for crysis ?) 3 gig ram, half a terrabyte harddrive, etc etc.

    Also tried out some PhysX examples because apparently my graphics card supports PhysX...played a really awesome fluid physics example and it ran pretty good considering it was processing like 16,000 bouncing spheres. I wonder if someone will invent a 2d PhysX library that used the GPU to calculate the physics

    Anyways I an exam on Friday and then I'm on holidays, so I'll get back into some serious construct work very soon

  • and how are "Wall" picked for those action pertaining to wall3d in an always

    Construct using a paring system, so if you have a tank base and a tank turret, and then use 'always - set tank turret to tank base' it will give one turret to each tank base.

    Containers do the exact same thing, except if a condition unpicks an object, all the other objects which are contained are also unpicked.

  • well each 3d cube is 64x64...hence the multiply by 64 ... and the centre of the screen horizontally is 320...so i added 320.

    When setting the z co-ordinate, I had to add + 8.5 because that brings the cube forwards out of the screen, such that it exists in the same 3d space as the camera which is looking at the cubes...thats the only 'magic' number If you remove that number and spin around its like ur spinning the world around and looking at it from a distance...its kinda weird lol.

    The sin and cos stuff is just for rotating one shape around another shape.

  • I had a plan once for moving platforms. Basically an object would remember the object that it was standing on top of, and in the next frame, if the object below it had moved, then it would move the other object as well. As for diagnal gravity, thats a no can do. Besides, usually if people want diagnal, they want full 360 degree angular gravity (like a game where u rotate the world) and its always better to use the physics behavior as that uses vector collections and can handle angles properly (whereas working out the angle off a raster image is always a bit of an approximation).

  • i'm 20 lol...its hillarious that the developers are all younger than the users

  • I think true and false should be keywords in expressions.

    Set 'Myvalue' to true

    And it would be identical to

    Set 'Myvalue' to 1.

    only problem would be that true + true would equal 2 though

  • Yeah you can add jumping, however it gets a little tricky because I used the built in physics engine for the collisions so working out 3d collisions with a 2d physics engine could be rather tricky..but not impossible...and then its just a case of moving the 3d box's along the y axis...although if you wanted to allowing 3d looking around (like unreal etc) the maths gets a bit more tricky....

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David

Member since 21 May, 2007

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