Drasa's Recent Forum Activity

  • I think it would be nice to have an irc channel, but I doubt there is much irc users here...

  • Okay, I got rid of the problems!

    I implemented my own physics. You should be able to travel everywhere in the universe, though I noticed that the game experience gets worse in the edges of the universe, it's probably hitting the boundaries of the float numbers accuarcy. BUT, you won't be in the edge of the universe in a while, since it's so friggin' huge. I'm thinking of creating a game on this engine, but I need still the concept and ideas...

    Tell me how far did you get :D

  • First question:

    what is the best way to keep an object at a certain distance one to another.

    For instance i dont want my target to get too close of my player. so i tought adding a circular invisible sprite at the same pos as my player to act as a collision zone that intereact only with my target...

    What do you think?

    I think that in some situations, more simple way is just test if the distance of the objects is under/over a certain threshold. The function is distance(x1, y1, x2, y2). In my opinion, there's no need for unneccessary sprite clutter if it can be done easily via events. :D

  • I got crash in these caps.

    The first crashes the temp.exe when run. It works in debug mode, though. The problem disappears when I remove Physics movement from "Sprite".

    The second crash crashes whole Construct when attempting to run or debug cap.

    Before reporting, I'd want to know do these crash on you too? I think the both crashes have something to do with physics. The first one goes away when deleting physics, and the second one started to occur right after i deleted physics.

    Edit: I solved the cause of the second bug. When the Physics behaviour was deleted, all the events that related to it didn't get deleted. They only delete if the group containing them is opened. So, it crashes if just simply run, but if you check all the events first, the events get deleted and it doesn't crash anymore.

  • The shadow caster behavior doesn't work with other shapes than square yet, so I think that the game would look better if there wasn't shadow caster on the enemies... Currently they look very odd :D

  • Well, I'll have to make a custom engine then :I. The game type doesn't definitely need complex physics... The cube has have angular and linear velocity and I'm planning that the planets pull the cube with gravitational forces, but not each other. Nothing more than that. Or, well... I might try some kind of coarse gravitation map people talked about in some thread. Besides that, the most hardest part will be the collision with planet's surface. We'll see.

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  • I created this game with ridiculously big universe, with diameter of about 2*2^30 pizels (= 2 147 483 648 pixels) and applied a physics behaviour. However, the block the player is controlling, stops and begins to ignore player's commands when it's taken too far, about 20 000 pixels from the starting point. And it's NOT far, at least compared to the hugeness of the universe (and yes, those stars have physics also, and the furthest ones are over two BILLIONS of pixels away, still not causing problems [is it 'cause they don't move?])

    Is it a bug with physics? Or just a restricment of the possible world size?

  • Oh, I made a mistake :D. The scrolling becomes actually slower when you increase the number.

    Also, I whipped up an example, but it seems there's no need for it anymore.

    http://drasa.nipponfever.net/muu/rts-scroll.cap

  • One trick for smooth scrolling is to scroll always to the halfway of current point and target point. This way it scrolls first wast and then slows down when appoarching the target point.

    Pseudocode:

    scroll x to current.x + ((target.x - current.x )/2)

    scroll y to current.y + ((target.y - current.y )/2)

    If you want more snappy and quick scrolling, just change the 2 to some bigger number.

  • Omfg, that Ctulhu :S

    The game's short but excellent :D. I hope you win the competition. Are you going to make a more complete version of it?

  • I think they changed the way of representing the coordinates from some units to pixels. Try to remove the 0.05 and see if the effect becomes visible, I think it's that the displacements are currently so small that you can't notice the effect.

  • Drasa: Now that you mention it, he does look like Black. I though it was shounen bat from Paranoia Agent (even though this anime doesn't have manga adaptation :-/ )

    Now that you said it, you're right :D It's clearly shounen bat! (Btw. I just saw the director of the series, Satoshi Kon, live two weeks ago \:D/)

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Drasa

Member since 5 Jun, 2007

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