David's Recent Forum Activity

  • The torque bug was simply a case of me forgetting to add it However the force one left me baffelled...until just now!

    When I feed the mass into newton, it means the mass for the whole object...but box2d's mass is a density per unit...and I was feeding it mass * width * height...and that leads to all types of problems!

    Damn...perhaps if it wasn't for this thread i'd not have realised this!

    Edit: Okay the new changes I've made make it run like it did before

  • Hey guys, just a little experiment for a new plugin i started making..... try the attached exe's. The simulation takes about a second or 2 to kinda warm up but you should see something like the pictures below

    <img src="http://img175.imageshack.us/img175/3231/effecthz0.png">

    Also, I'm interested to know if it runs smoothly or not....and how it runs on lower end computer....oh and its 100% pixel shader free!

  • The next build of construct will have custom collisions for the physics movement...currently at the moment there is a button you press and it lets you click points around your sprite in the layout editor.... though its currently limited to one polygon...but eventually you will be able to combine multiple polygons and circles (as the physics simulation handles the circle as a perfect circle and thus produces more accurate results)

    As for some mention of liquid...yes it is possible to do in construct. The next build will hopefully have more settings so you can change the elasticity and friction of each body. Liquid is best simulated with small 9x9 balls with no contact friction (causing each ball to slide over the other)...though a bit of elasticity can really contribute to a splashing water effect...it will be fun to see whats possible anyways

  • The flame object works with an array of 'heat' values which, each frame, have an algorithm acted upon them such that the heat is transfered and distributed ...and those heat values get mapped against an image (usually a gradient) creating the flame effect.... man its been a while hehe

  • I plan to make changes to the particle object so it supports stuff like particles which grow and rotate...of course the reason its so fast is it uses 1 vertex per particle...so if u use particles which grow and rotate then it will be like 1/4th the speed (you need 4 vertex for that)...but usually if you use particles that have texture and grow and stuff ur probably not likely to have 10,000 particles drawing on the screen at once...and if you did chances are it will slow down before the number of vertex become a problem.

    As for collisions, adding a point collision option does sound like a good idea.... probably the best way to do it is to move along the x, test for collision...move along the y...test for collision...and from that determine if it should bounce left, right, up, down...and maybe some options like 'bounce' and 'bounce once' and 'stop'... anyway i'll see how I go...

    Its kinda tricky to work out where the cut off point should be for particle features. Its better for you to use a sprite for shrapnel and stuff because u can manually control the tinting, size, movement, and handle collisions and stuff yourself. Whereas if you say wanted to have a black hole which sucked up particles then thats not possible at the moment with the particle object.

    But at the same time...being able to easily add particle effects and tweak them at your leasure in the properties bar does produce better quality games ... and its quite likely you'll end up using the particle object to add particle effects in situations where you normally wouldn't have bothered coz it would take too much effort..... which results in better games that are more fun for me to play

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  • Yeah thats what I like about Construct...u can achieve awesome stuff with little to no eventing

  • I'm not sure what you mean... however I am very short of sleep after a late night out and still feelin seedy

    Do you mean if you write the expression

    MyFamily('foo') + 1

    Then 'foo' gets added to MyFamily ? I know it works for object types but possibly not families...

    and/or did you mean if you add a sprite to a family, then any variables that were in the family and are not in the object type should be added automatically?

  • Erase requires at least 2 layers because its cutting out the image from the layer above so it can reveal what is behind it. Otherwise erase might produce a black colour...or possibly the background colour of the frame. As for the lens and magnify thing I have nothing to say.

  • btw Ashley a suggestion...instead of using global variables use private variables, because if u make a second turret it aims in the wrong direction. Although you could use the foreach condition loop...but private variables would be more efficient.

  • Awesome...enemy AI that hardly ever misses! Now enemy AI wont just kick my arse...it will completely own me!

  • Hmm I think its due to the strength of gravity...physics simulations dont seem to like objects to fall at realistic speeds. Later I'll try this example in newton and see if it's stable.

  • 'Does it pick the highest/lowest of the expression entered or something like that? '

    That's an interesting idea. You can do that by setting a private variable and picking the highest...but do you think a 'pick highest evaluation' and 'pick lowest evaluation' would be worth programming? Should we add it to the todo list?

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David

Member since 21 May, 2007

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