deadeye's Recent Forum Activity

  • Any idea why I colud not open Minor's file?

    What version of Construct are you using? The most likely reason is that he's using a newer version.

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  • I was a little hesitant to post my .cap file since the game looks like ass right now, but okay!

    http://www.mediafire.com/?mxznn0jnn20

    Also, thankyou for your help, I will try one of those.

    Don't worry about how your game looks, nobody is going to mind

    Anyway, that "little loop" is coming from the fact that your hotspot is placed at the nose of your ship. When an object rotates it does so from the hotspot, which Construct assumes is the center of origin. If you want to rotate your ship in a natural looking way, you need to center your hotspot. So thank you for posting your .cap or else nobody would have ever caught that

    I took off Car behavior gave your ship Custom Movement. I think it feels more natural and spacey, but you can decide for yourself. Your updated .cap is here:

    http://dl.dropbox.com/u/529356/newship.cap

    v0.99.82

    I realize that you're using an older version of Construct but it may be worth it to you to upgrade because there were some other mistakes (one of them pretty major) that I noticed in your .cap that I corrected and added notes on.

    Also, if you plan on making frequent uploads I recommend you get Dropbox, it's very handy. Mediafire is total crap.

  • Information like what? I'm not sure what you mean.

  • It's always a good idea to post your .cap so that people can see what's going wrong. "It basically does a little loop" isn't all that descriptive

    And I'm not entirely sure Car behavior is the best choice for spaceship type movement. I assume you're looking for something like Asteroids? You would probably get better results from Custom Movement, or Physics.

  • You could add a "Rotate towards angle" function for sprites while you're at it.

    Agreed, it would be nice. I've been caught more than once staring blankly at the angle actions and scratching my head in confusion before remembering it doesn't actually exist.

  • Ah, I see. No, the particles don't angle themselves like that.

    Yeah, was considering it, but that seems a little wasteful on resources, I bet a dedicated particle system is faster. Already using something like that for missile trails, for example.

    True, it's not as efficient as particles, but as long as you don't have thousands of sparks on the screen at once it should be okay. And you could easily get that angling thing you're after with sprites.

  • I would just use a separate detector sprite. While using the custom collision mask may be convenient, for this type of problem, you're making the problem far harder. If you're trying to find an angle and the act of testing an angle changes the collision mask, you're already in an order of magnitude harder problem than using a separate hitbox.

    Yeah, I'm realizing that a bit too late. The thing is, I've already finished the first few lessons and they're all using the collision masks. It was a bit of poor planning on my part. Live and learn, I guess.

    The reason I switched to the collision masks is because I wanted to show the new feature, and I wanted to make the tutorial as compact and efficient as possible. Using separate hitboxes means extra objects and extra events. I guess missing out on slopes is the trade-off. So I think the best thing to do is just leave slopes out of the main tutorial, and maybe have a separate mini-lesson that shows how to do it the old way. It's not really necessary to have them in the tut anyway, this is Platform School after all, not Slope Academy or Hill College or something.

  • And this would be the desired result:

    <img src="http://i244.photobucket.com/albums/gg36/some9000/P2.png">

    Set the spray cone to 360 degrees?

    [quote:ugwzob83]Also - is there a way to randomize the hue of each particle?

    No, but you could layer a few different particle objects on top of each other and have different colors assigned to each one.

    Or you could make your own particle sprayer using sprites. Something like so:

    + Every whatever Milliseconds
    + Repeat numberOfParticles times
        -> Create Sprite at X, Y
        -> Set angle to random(360)
        -> Set speed to random(whateverSpeed)
        -> Set color filter to rgb(random(255), random(255), random(255))
    [/code:ugwzob83]
    
    If you use Bullet and Fade behaviors on them then they will move and fade out on their own.
  • Okay, now it doesn't. Strange. It was working a second ago, and all I did was add an image point to the image and now it's all crashy. I guess this needs to be tested further.

  • I just installed a clean, vanilla version of 0.99.82 and I can confirm that yes, this is broke in 82, but it works in 83. So the issue has been fixed for the next build.

  • It works fine for me.

  • Ah, I see.

    Well, if it's the same issue that Mr. Wolf was having then it's probably already fixed for 0.99.83. Check out his thread:

    The example he posted there works fine for me using the 0.99.83 3D Box runtime. I'd forgotten that David added it because it's not in the changelog for 0.99.83, go figure.

    The example I posted earlier is still an issue though.

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deadeye

Member since 11 Nov, 2007

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