Arcticus's Recent Forum Activity

  • Ok so perhaps it was poor coding on my part

    I haven't been able to reproduce what happened before

    nevermind

  • While we're on the subject of events, does the OR system condition work properly? Methinks it doesn't

  • If you want I could post the code that i made, I've posted it here numerous times though, I'm having problems with picking with 'is overlapping' though. I've pretty much got the jumping on top of things down, it's just with some collisions it doesn't work so well due to a picking error

  • Yeah after I posted I tried doing pretty much exactly that idea, although i didn't go nuts with the 0-360 thing cause really it wouldn't be noticed so much in the game (hopefully)

    It seems to test ok, but I haven't tried it out in replay yet as it was 1:30am here when I thought of it.

    I have yet to test it out in replay but I did think for a moment, even though the code turns the player at precisely at 360 * timdelta, when holding forward, you can get the player to do an elliptical orbit around the mouse, which means that the player -looks- like it is rotating slower when it is still rotating at 360 per second but stopping and starting at tiny intervals. The problem with this is that using the last angle system, it just comes up as 'turning left' (or right depending) the whole time, because the current angle is different to lastangle but it's turning slower than 360 * timedelta technically

    It's hard to explain, basically, I haven't tried it but i can tell that if i tell the replay to turn left at this point whilst going foward, it will turn a lot faster than what happened in real time.

    Not too sure how anyone can fix this, just throwing it out there. It is a bit hard to record something like this without doing every tick anyway

    Nothing like a good challenge

  • That's awesome news, you guys rock

  • Ok so after seeing linkman's awesome replay example, I've been working on ways to streamline the idea into a less cpu hungry method. So far my best effort is only recording the changes over time rather then every single frame etc

    for example: at 1000 milliseconds user presses W, at 2034 user releases W

    And then when playing back the replay, I let my engine play out my keystrokes just as I pressed them.

    So far it works real great with keystrokes.

    I've hit a bit of a snag though, I'm using 'always rotate object 360 * timedelta towards the mouse', the only problem is, I'm having a lot of difficulty testing to see if the object is turning.

    (It's a custom movement obviously)

    The ideal way i'd LIKE to have it is something like this (pseudocode)

    1005 milliseconds, user starts left turn

    2400 milliseconds, user ceases left hand turn

    As I'm using an always event that rotates the sprite, Is there any way of testing the rotate state of the sprite? ie: Static, Turning left, Turning Right

    If i was using the keyboard for turns it would be no problem, but i'd rather use the mouse to aim.

    A 'Rotate towards angle' system action would be really handy but I don't know if it would entirely solve my problem

    Any ideas?

    Have I explained the problem adequately?

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  • One thing that I really liked in games factory and mmf is when you copied some events from say another game, and the events had references to objects that didn't exist in the current game, it put a little placeholder that meant the object didn't exist. You could then right click on it and make it so any reference to the old object can now refer to an object that you specify.

    It was really handy and you could do it with any object at any time.

    I believe such a feature would be really beneficial in construct and i think it would also help with copying event sheets between games

    that's all

  • thanks. legend

  • Having a few problems, how do you convert a gettoken thing into a value?

  • Yeah i was already thinking of ways to interpolate it, i was thinking something like, instead of recording the position and angle by themselves, record the position, angle AND it's speed, then play it back at larger intervals and let construct fill in the middle bits.

    Some questions

    Does the normal list object work in the same way?

    Would using the ini object to do this be more cpu intensive?

    And about inis, can you make them a binary resource?

    or am i better off just using the listbox object?

    Thanks for the awesome idea anyways, definately gonna use it

  • Is this the best way to do this?

    I tried this with my super speed example, looks cool

    But i just wanna know if this is the best way to do this sort of thing or is there a slightly more cpu efficient way of doing it? With the multiple objects i just made each one a container with a list box each, then just used the same events you made.

    Works well, I just don't know if this is like, cpu intensive or what, especially when it gets to a full game level

  • Is this a custom physics engine you're making?

    I've tried many times and it's the bounces that get me.

    If there was a way to use the ball behaviour's bounce code in custom engines then i'd have no problem, finding normals from raster images is a pain in the bum

    But with you're code, if it's a custom one, I think you'd only need one set of X and Y movement variables, because as soon as something hits it, you could just alter the one set of X and Y variables accordingly.

    eg: Xcomponent = 50

    then he runs into something: Xcomponent = -20

    etc, so it would just look like he bounces off it, you would of course have to set the Ycomponent ones too obviously.

    I'm no maths genius but for working out the weight of things and how they will affect your movement on collisions (this is assuming that somehow we got the bounces working) you would need a Mass variable for each object (if this is custom, if using the physics behavior, just use it's mass field) and then you can work out the momentum, which i believe is Speed * Mass

    You can easily work out the Speed by using the system function distance(0, 0, Xcomponent, Ycomponent). Then again i could be completely wrong

    I wouldn't know how to change your movement variables once they collide, but i'm pretty sure you'd have all the numbers there that you need, if i was you i would just play around with it until i got it right. Like i said i'm no maths genius, i'm sure there's someone here who is though and might be able to shed some more light on the whole thing.

    P.S. Hi Devs

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Arcticus

Member since 23 Nov, 2007

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