deadeye's Recent Forum Activity

  • You may have won the battle, but you will never defeat my mighty postcount ('cept Ash).

  • I would prefer to see the wiki used for explaining Construct functionality and see tutorials for individual techniques and such kept to the forums.

    Just my two cents.

  • My point is that raster graphics take a lot less processing power than equally complex vector graphics, so that would make more sense for a web app, especially since everything else in your browser is raster anyway.

    There is no commonly used web standard for vector images, for instance. Everything uses gif, jpg, or png.

    Sure, they're not scalable in the same manner, but still.

  • Perhaps an addition can be made as well to the point collision system to include image points added to the Sprite.

    Then no additional animations would be needed to expand the point slightly.

    You can already do this.

    +System: Sprite collides with point at Sprite2.ImagePointX("colliderpoint1"), Sprite2.ImagePointY("colliderpoint1")
    
    +System: Sprite collides with point at Sprite2.ImagePointX("colliderpoint2"), Sprite2.ImagePointY("colliderpoint2")
    
    etc, etc, repeat for all image points
    [/code:1mwlxpc5]
    
    But I hardly think that's easier than my way.
  • That's some sweet pixel art, man. Can't wait to play this.

    And welcome to the forums!

  • Yes, it can do particles, but you have to code your particle systems from scratch.

    Basically you can program whatever you want in Flash, but that doesn't necessarily mean it's going to run well. The more complex your game visuals, the slower it will run. And it doesn't take much complexity to start bogging down.

    Frankly, I'm surprised that Flash has become the standard that it is, and I wouldn't mind seeing it go away forever. I mean, who the hell thought it was a good idea to do vector graphics in a browser? Fundamentally it just doesn't make much sense to me.

  • A very simple solution that doesn't use any detectors at all:

    http://www.fileshack.us/get_file.php?id ... hitbox.cap

    The "bullet" (in this case, the big blue square) has two animations, one that is it's "display" animation which gets drawn to the screen, and the other which is it's "hitbox" animation that does the collision. The hitbox animation is smaller than the display animation (32x32).

    Before doing any collision checks with the player, set the animation of the bullet to "collision." After checking collision events, set it back to "display" so that Construct will draw the correct sprite. Construct only draws the screen after all the events have run, so you will never see the bullet showing it's collision box animation.

    In this example you can see that even though the player (brown box) can walk onto the "bullet," he doesn't get knocked away unless he touches the center of it.

    This should do exactly what you need it to do, and in fact would be a good way to do custom detectors in general without using separate objects.

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  • My point is, its a gadget so its fun but not vital.

    I'm pretty sure I'd shrivel up into a little raisin and die if I didn't have a computer.

    That's a medical fact. You can ask my doctor.

  • I don't really understand what you mean by this:

    whats the best way to shoot a very large amount of box bullets with an object attached to it, so I get my graphics looking right with a correctly sized bounding box attached to it?

    But I'm guessing you want to make little collision detectors around an oddly-shaped object? Why don't you just use Per Pixel collision? Or if your object is too detailed, make a separate less detailed sprite that's roughly the same shape and use that as it's Per Pixel collision.

    And if that doesn't help you out, maybe try explaining what you're doing a little better.

    And you shouldn't really see any big difference in framerate until you have a couple thousand things on the screen, unless they have effects applied to them, or they're like physics objects or whatever.

  • It's not a bug. It has to do with animations stopping when they're not set to "Loop." You have to manually restart them again from frame 1. See this thread for the solution.

    Edit: Err, I just remembered that he didn't post his example publicly, he just PM'd me.

    I'll try to fix up your example .cap and post the fix. BRB.

    Edit 2: Here you go

  • Would need to be very strict limits. No more than 1-200 pixels in height and sub 100KB size.

    I still think we'll live without it

    I know I will

    SIGS OFF CREW REPRASENT

  • Aw, I thought I was special, but now you're showing everyone

    It's still a really sweet effect though.

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deadeye

Member since 11 Nov, 2007

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