deadeye's Recent Forum Activity

  • > How is that tedious? Dude, it would take like a handful of events to track your detectors that way.

    >

    I must of been thinking of a different way of doing it, So how would I do that then?

    +For each object enemy.sprite
      -Create a detector
      -Set the detector's "origEnemy" value to enemy.sprite uid
    [/code:14eamw9g]
    
    Then when you do your collision event with the detector:
    
    [code:14eamw9g]
    +Detector is overlapping player
      -Set global value "playerSighted" to detector value "origEnemy"
      -destroy detector
    
    +For each object enemy.sprite
      +UID equals global value "playerSighted"
         -activate your attack routine
    [/code:14eamw9g]
    
    That's just one way of doing it that I can think of off the top of my head, and it's probably not even the best way.
    
    Also, as faggatron said there is a line of sight object you could use, and you wouldn't even need detectors at all.
  • yea, but if u ever used mmf2 you see its pretty usefull to have polygons on the object, after all it would be HWA but vectors are not.

    But it's the drawing that's hardware accelerated, whether it's vector or not. Vector, raster, don't make a difference. In the end it's all just telling your graphics card what pixels to make.

    If there is going to be a vector object in the future, then putting polygon functionality into the canvas object as well would just be redundant, because you can just paste the vector object into the canvas.

    And actually that would make the canvas' current point, line and rect actions pretty much obsolete.

  • How is that tedious? Dude, it would take like a handful of events to track your detectors that way.

  • Ok, thanks everybody for the answers.

    I agree about the unlock/lock icon next to each object. That would be really nice!

    Hmm, how about there be no "unlocked" icon. The locked/unlocked icons are so similar that it would be hard to scan through 50o objects and see which ones are which.

    Maybe no icon at all for unlocked objects, and a lock for the locked ones... just a thought.

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  • I don't know what you mean by CMD object. Aside from that and steering wheel controller support, the rest of these have already been suggested. Some several times over. Some are even near the top of the to-do list.

  • So is there any other way I could make my enemy detect if the player is near it?

    Edit:

    Why would someone want all the sprites in the container destroyed if one is destroyed?

    Containers, in essence, are used for making one whole object out of several pieces. It's for ease of use when making compound objects. Rays, bullets, and other temporary things that a sprite creates should not be a part of the container.

    If your sprite is spawning sight detectors, they're going to be destroyed. If the detectors are in the same container as your sprite, your sprite will be destroyed also. So the best thing to do would be to not put your sight detectors in the container.

    If you're having trouble linking a sight detector with it's originating sprite, then put some kind of identifying number into a private variable when the detector is created so that you can keep track of it.

    I don't know about your button though, for some reason your cap won't run for me.

  • Good job on the quick-fix for 0.97.3. You guys are fast. I went to bed and woke up with a whole new version

    Downloading now... I still haven't messed around with the On Collision stuff yet. Looking forward to it.

    Thanks Rich, and the rest of the Scirra crew.

  • Construct is still in beta, which means it's not finished yet. After it is finished, there should be a rise in users which will see new plugins and objects being made.

    As for unlocking certain objects, perhaps this is something that could be accomplished through the new object bar. Seems like a good suggestion to me.

  • Awesome update, especially excited about the On Collision for physics and ball and such. Much needed functionality.

    Found a bug already though:

    When dragging an object onto the layout from the object bar, the object is created on the most recently created layer, rather than the currently selected layer.

    Whoa, just checked and even copy/paste doesn't past the object into the currently selected layer. Paste is also putting the object onto the most recently created layer.

    This is a pretty big-time bug.

    Edit:

    Adding new objects does the same thing.

  • Okay, here we go... time to harsh your mellow, dude.

    Upon starting the app I get this error:

    <img src="http://i37.tinypic.com/11v7doh.png">

    I have no idea what it means, but it lets me start the game anyway. Strange.

    Anyway, feedback time...

    Robochick's missiles are slower than she is, which looks kinda odd. If you're flying forward at full speed, then the missiles look like they're spawning behind her. I know it's important to have speed and maneuverability when you're a **** space robochick, but you could probably get away with slowing her down a little because she is pretty zippy.

    And I hate to say it but the new gun arm also looks off to me. It looks fine pointing forward, but not when it flips around to shoot behind her. I would recommend one of two things:

    1. Make it so she can't shoot behind her. Restrict her aiming to an arc in the direction she's facing. You could compensate for this by having a "Lock" control, so when the player is holding down Lock she stays facing the same direction but can still fly around (that way she can fly backwards to escape from an enemy while still plugging it full of missile).

    ~OR~

    2. Make her gun arm the front-facing arm, and have the arm sprite change when it's max swivel point has been reached, like so:

    <img src="http://i36.tinypic.com/m8fmsw.jpg">

    That way you have a front-side arm and a back-side arm so that it doesn't look like her arm is just going around in bone-twisting circles. Also the far arm isn't passing in front of the body this way. You'd still have a kind of swivelly looking arm though.

    Personally I think option 1 is the better option. Not only would it stop the swivel effect altogether, but ultimately it would make for much more challenging and dynamic gameplay. Not to mention you wouldn't have to to do any further spritework on her arm.

  • Just a heads up deadeye, your post has a message about a file being private to the owner.

    Yeah... that's the image I get when I try to download SB's newest demo.

  • <img src="http://www.fileden.com/files/2007/8/21/1367167/RAZE-test-alpha2.rar">

    [Edit]

    Clarification: Your file is set to private.

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deadeye

Member since 11 Nov, 2007

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