deadeye's Recent Forum Activity

  • That wouldn't make much sense as a condition (I'd think), but you can do it with the Function object, which can call functions after X milliseconds.

    Well, what I need it to do is trigger the action after 1000ms has passed, but only if the rest of the conditions in the event are still true.

    What I'm doing is making a screen zoom based on the speed of an object, but currently if it's going really fast and smashes into something, then slows down for a brief period, then starts going really fast again then the screen zoom sort of wobbles in and out. It's rather disorienting.

    So I wanted to make a little timer so that it waits one second before zooming back in after the object slows down. This would get rid of the wobble and make the zoom smoother.

    So if there was an "After X Milliseconds," at least the way I imagine it, then when the conditions for zooming in are met, it will wait one second before zooming in, but only if the conditions are still true after that one second has passed. In other words, if the fast object slows down and then speeds back up again in less than a second, the screen won't wobble in and out.

    Of course I can do this another way, so if it seems an unnecessary feature that's fine. And I'll check out the timer on the function object and see if that can do what I need.

  • that pm i sent you, i think it would be quite good for this dont you eh? i myself have thought of using it in THIS EXACT SAME WAY after seeing your thread.

    HOLY CRAP that was awesome!

  • There's an "Every X Milliseconds" condition... would it be possible to do an "After X Milliseconds" condition as well? Currently the Every one triggers at the beginning, like so:

    BANG, 1, 2, 3, 4... 99, 100

    What I'm looking for is this:

    1, 2, 3, 4... 99, 100, BANG

    Currently I can do it like so, but it seems inefficient:

    (Switch is off)
    
    +Every 1000ms
       +Switch is on
          -Do something
       +Always
          -Turn switch on
    [/code:12u2ef67]
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  • >

    > > runs fine for me

    > >

    >

    > Well fine then mr. fancy computer pants

    >

    No, seriously. On a Pentium 4 3.06 GHz / Geforce 4 ti 4200 it runs between 65 and 80 fps even while dropping half a dozen beachballs simultaneously. Not blazing perhaps, but by "between 65 ..." I mean "never below 65 fps" (except while moving the runtime window; that takes it to ~50.)

    Welp, you have more gigglehertz than me and I guess that's what matters with mathy collisionable stuff. Graphics card doesn't mean much when calculating physics thingers.

    Try making more of those little water drop things and see how many you can make before it goes bonkers.

    Anyway, if I drop the ball from really low so it hits softly it runs fine, it just freezes up if I drop it from really high. The really strange thing is the framerate crashes before the impact, and you can see the water balls sort of shrink away from the ball before it even hits, like they're scared of it or something.

  • runs fine for me

    Well fine then mr. fancy computer pants

  • It was a joke mom, sheesh.

    Also, I don't know of any hacker that doesn't use tools of some sort. It's not like you can just hack by typing on a keyboard and yelling "HACK THE GIBSON!" while a 3D rotating cube spins around on the screen.

  • I like the bacteria thing, that's a cool idea. Like you could be a medical nanobot or something swimming around in someone's bloodstream and you have to blast away bacteria that are going for healthy blood cells, but you have to be careful not to blast the blood cells themselves.

    Seems like it would be a good chance to show off some sprite distortion and have some neat effects going on to make wiggly little ameoba bacteria things too. And the levels could be the insides of twisty veins and things and the whole level kind of undulates around.

    The gravity sim would have to be slowed down and made "looser" to get the floaty effect of cells in liquid though.

  • dumb collisions... it would make fluid simulations (which i reallly need for a project) easier.

    I don't know how these "dumb collisions" would work, but yeah, fluid simulations seem like a remote possibility with the current physics system.

    Click to drop a ball into the bucket... it stalls like crazy and this is only 400 objects.

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

    Perhaps setting the water drops to "no collision" with everything but the walls of the bucket and manually coding a loop that simultaneously repels and attracts individual drops to one another would work (something like the gravity simulation going on in Help right now). You might be able to get them to spread out and fill a volume that way. As for making things float/sink and otherwise affect the flow of water you could code that behavior in with overlaps. Worth tinkering with anyway, because as it is now it the physics object is getting overwhelmed trying to calculate all those collisions at once.

  • Well if anyone's interested in turning this into a community project I'm down for it. We might want to move away from the whole Asteroids style gameplay though, I don't want to step on Graviroid's toes. I mean, that dude just released his game like a few days ago.

    Would be interesting to see what other styles of gameplay we could come up with while still using the gravity thingumer though. Some kind of puzzle game maybe?

    Edit: I mean community project like how it's been going so far, kinda casual style. I don't want to commit to anything, but if I feel like it I might tweak it a bit or add some graphics now and then or something.

  • Well, the basic effect is there but Quazi's is still much better

  • Yeah, I've never actually used GIMP but I do hear that the interface is kinda wonky.

  • You mean people actually buy Photoshop?

    j/k lol I do not condone piracy (I got my copy through school at a huge discount and didn't even have to pay real money because I used student loans).

    But really, GIMP is free. And I agree 100% on the animation part.

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deadeye

Member since 11 Nov, 2007

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