Arima's Recent Forum Activity

  • Uh... Well then! I guess it was a good suggestion!

  • I'm not sure how to make a mini-map like in starcraft - and before you mention the mini-map object, what I mean is a map that I can click on, that will cause a layer to scroll to that location. This is probably a really easy question but for some reason I can't come up with a solution.

    The reason is that I have the map on a non-scrolling layer and the main window on a scrolling layer, and mouseX/Y always returns the result for the scrolling layer, so mouseX/Y is useless in this case.

    I also can't place objects at the mouse location on the non-scrolling hud layer because the x/y is different than the scrolling layer.

    Perhaps a parameter like mouseX(layernumber) would help in situations like this? (Though it would be best if it were mouseX(1) when it first appeared, because that's what most people will be using it on, so they wouldn't have to select "layernumber" and edit it every time. Then it would still work as normal, with extra precision if needed.)

    Though if there's a way to work around this, that would be great too.

  • Also specifically, please make it possible so objects won't collide with other instances of the same object. That would be GREAT for stuff like debris. Physics doesn't actually seem to use much processing power except when lots of stuff is piled on top of each other, so this way would enable lots of stuff all over the screen without a big performance hit.

  • Behaviors are only included if all the objects in the family have the behavior.

  • Thanks Drasa! That's exactly what I wanted!

    And it definitely runs better - I even can get 85fps on my p3 600!

  • Drasa - Awesome! Any chance of a way to set how many control points there are?

    David - Wow! Are springs currently implemented somewhere, or are they in the next version?

  • Please keep it so that we can affect the points using events! All sorts of neat stuff will be possible in that situation!

    Would we be able to set behaviors to the points? Then we can use physics behavior and make all sorts of neat stuff!

    Some thoughts are demonstrated in this video of Aquaria:

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    First at 17 seconds, the main character swims past a banner and it waves with her. Then at 38 some underwater plants bend as she swims past, and again at 41. It's kinda hard to tell, but the plants bend at the proper place - if she swims past the tip, then the tip moves.

    I guess what I'm asking is if it would be possible to make the points move in response to a nearby object, but very importantly, have a settable maximum distance that the parts of the mesh can be from each other? Wouldn't want it to get too wild.

    At 56 there's an octopus that has a tentacle that bends, apparently using bones. Would it be possible to have a sort of bone based system - using bones to deform a sprite? I would imagine it working sort of like the custom mask for physics objects at the moment. Either that or could we attach points to another object? Like using 'create hinge' in the physics behavior - then we could rotate sprites via events to move groups of points.

    Also, would it be possible to choose the resolution of the grid? (to save on performance, etc.)

    I realize this is a lot to ask, so think of it more as food for thought.

  • I didn't mean to trivialize the task, I meant to show an easy example. Apologies if it seemed otherwise.

    As for the timer/number span issue, I solved that in a game I was working on by using "if (timer) is equal to/greater than (amount)" with "trigger once". Try it, I think it might be what you're looking for.

    Since I don't know the details of your game, I can't really comment more than that.

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  • Seriously. Ashley's right. I tried various framerate tests, and when switching between monitors, it not only looked like utter crap at another refresh rate, but it played wrong too. Timedeltas are the only way to go to ensure a consistent play experience on multiple machines. What's more, timedelta's really easy to implement. Instead of Set object x position to "sprite.x +1" it's "sprite.x +(1*timedelta)" to get it to move one pixel per second. Want it 60? Use 60*timedelta. Easy.

  • As far as I can tell, there are no controls to set the position or almost anything else on the html object. Setting the position and size is all I really need - could these be added? I want to be able to do text with bold/underline/italic/colored words, which the text object can't do.

  • Ah, thanks!

  • I can't manage to set the font in the html object. I use Set HTML to "<font face="fontname">test" but it says whatever's in the second set of quotations (the font name) is not a recognised system expression or usable object name. "<font size="5">test" results in '5' is not allowed after '<font size='.

    If that's not possible, consider this a request to either be able to set the font/size/etc in the html object or to be able to do that via the text object on a per-word basis, so I could write

    like

    this.

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