Drasa's Recent Forum Activity

  • A disc saw? You could've said!

    Well, nice.. what're you gonna use it for? :D

    I do hope it doesn't relate to the rewrite of Chamber...? (You know, maybe he is going to make REALISTIC animations :O)

  • Haha, maybe he has some kind of gravity boots :D

    If 45 degrees looks too weird, maybe you could make 26.57 degree slopes? One pixel up, two sidewards. It should look more normal :D

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  • In the event where the subtracting happens, "'c' is pressed" or something like that, you must add an additional condition to test whether you have enough mana! For skill requiring 20 mana, click "insert new condition" on the menu in event editor and test if private variable 'mana' is 20 or greater.

  • Or, if your health bar is going to have some kind of patterns/images that you don't want to be squeezed by shrinking the sprite, you can make it on its own layer and make another sprite with erase effect to limit how large part of the bar is visible.

  • Deadeye: Oh, why didn't I realise that when I was making the original version X). I solved it later, but used totally different method. Oh, and btw, thanks for the great tutorial series! I'm sure that this will help many people awfully lot on their way of learning Construct :D!

    I made a version with slopes of any steepnes. This version uses some trigonometry (to calculate the position of Charlie related to the hitbox in slopes) so it goes ot of the scope of this tutorial, though. The positioning of Charlie doesn't actually look very good, but currently that's impossible to fix. It would recuire some fundamental changes to the engine. (The hitbox's corner should be able to be "inside" the slope)

    However, you can easily modify the original to add slopes with different angles.

    Here's the new version:

    http://drasa.nipponfever.net/muu/Platform%20School%204.6%20-%20Slope%20hijack.cap

  • Drasa presents: Platform School 4.5 - Slope hijack!

    http://drasa.nipponfever.net/muu/Platform%20School%204.5%20-%20Slope%20hijack.cap

    There's still one known problem - the animation angles. How much would I appreciate if the rotation angles could be set separately from the animation angles. Because of the lack of this feature, I can't set Charlie to face the right way in slopes, cause setting the rotational angle sets the animation angle too. Ashley/Rich/Dave, would you mind implementing them separately?

  • In my universe demo, I made custom physics with bouncing. It isn't entirely realistic, but it's close enough. All it needs is the normal angle of the surface against whom the bounce happens. With spherical planets like in that demo, calculating the normal angle is easy, but if the object is irrelugar, calculating normal angle is very difficult. With cubes, it is very easy, though. Interested?

  • Okay, so we created an irc channel #construct in irc.esper.net. Everybody are encouraged to join in and participate in chat :)! At the moment, there's just istoleyourcar (o64 in IRC) and me, so hurry up and join so that we don't get too lonely ;D! This is by no means an offical Scirra irc channel, since only the Scirra guys could announce that, but it doesn't really matter. (Who knows if it should become offical, if the devs want to announce it? ;D )

    Those unfamiliar to IRC, you just need an IRC client program. I use Xchat myself (http://www.silverex.org/news/), it's pretty easy to set up, but there's a couple of other good clients too. Chating in IRC is a bit different from instant messengers, it's a bit like a continuous group discussion, or an browser chat, except that usually it's kept open even when you are not chatting, or idling... So feel free to just hang there and observe the discussion! You're welcome!

  • Okay, what IRC network do you want the channel to be in? I use IRCnet alot (it's popular in finland), but I guess Quakenet would be easiest choise, since it's the default choise in many IRC clients ...?

    Apparently, there's already someone in #constructjcw@Quakenet... Is it one of us?

  • Oh, sorry for the double post. I forgot to tell a protip:

    It seems that the controls of the rocket engines are pretty hard. Every key in "QWERASDF" corresponds to one of the rocket engines of the cube. Use W and E to thrust forward. W causes a counterclockwise torque and E a clockwise one. Using them at same time keeps the current angular velocity. And use spacebar! It's the only automatical controller I build there, but it shoud help a lot :D (If this is going to be a game, I guess that I have to make some more automatic features, since manual functioning is so hard)

  • If the time of the events being processed is less than the graphics being rendered, the events don't affect the performance at all. In some situations the processing time of events may exceed the rendering time; one of these situations are, as you mentioned, heavy nested loops. However, I'm pretty sure you won't be needing hardcore loops in custom behaviors. Or if you need, the behavior you want is propably so peculiar it isn't implemented in c++ behavior anyway. So, it doesn't really matter, does it?

    Edit: Btw. I recently made a .cap where I replaced the Physics behaviour with my custom physics. It actually improved the performance. (http://www.scirra.com/phpBB3/viewtopic.php?f=16&t=2075)

  • It would be totally cool if it was a wrapper for IRC, since I do almost all my internet-related communication there :P. It's convinient to be able to chat without needing to keep the browser on all the time.

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Drasa

Member since 5 Jun, 2007

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