Arcticus's Recent Forum Activity

  • Thanks Ash you're a legend

  • So a few of my effects are doing weird things. I have an Nvidia 8500 GT, drivers are up to date

    Windows XP

    I have everything in the Nvidia settings set to application controlled. The only thing that's different to default is my colour correction, which when changed back to default makes no difference anyway.

    Motion blur no longer works properly for me, here's what it look like:

    Before Motion Blur

    After Motion Blur

    Multiply also does some weird things, it's like it constantly pastes the image onto something, for the purposes of this example i just put multiply on the playfield layer.

    Also, are the effects with an equivalently named plus effect, eg: additive, additive plus, named correctly? The one's without plus have in the description that they have intensity, but they don't, and vice versa

  • Yay thanks you fixed it

    I still don't quite understand the timedelta scrolling thing you mentioned, but any improvment on construct is good news

  • Here's a slightly revised version of my super speed example that i posted ages ago

    http://www.mediafire.com/?nq2zmenzncm

    I always had a problem with it using motion blur, where if the player was moving when you slow time down, the player would move REALLY fast, basically as fast as he would be going if time wasn't slowed down.

    Now with the new timedelta change, almost the opposite happens, regardless of motion blur, at the end of the slow down, he still kinda jumps a bit, but as soon as you start returning to normal timescale (i made the game ease in and out of slow time rather than just change the speed instantly), the player goes the speed he was going when the timescale was really slow, which is REALLY FAST. For the example's sake, i only made the player move 100 times faster, but if you change the TimeScaleTarget variable in the 'start of layout' to like 0.000001, try it out and watch the craziness.

    If I haven't fully explained how this works, basically, the game speeds the player up the same ratio that timescale slows the game down, giving the appearance that the player is still moving normal speed while everything else slows down. Still rather buggy now.

    Anyone know a better way to do this? Or can this be fixed due to my bad coding?

  • Sorry to bump this up but I don't want it to be forgottens

    Anyone know a better way to pick the object with the highest height variable that is lower than the player's height? Whilst he's overlapping it that is

  • Here's my Iso-ish engine as it stands.

    http://www.mediafire.com/?m2wnzmogmjx

    A few of the Z ordering problems are just number related i think, like the sprites have to be a certain height or something. Anyway it looks ALMOST done, but it actually isn't. There's still a few subtle Z order problems.

    The reason I'm putting it here is, in the game, try jumping around on the boxes in the lower right portion of the level. You will find that you can manage to jump inside the big box, also due to the same problem, you cannot climb up on the bottom stack of boxes (you can however jump across)

    The problem, i believe, stems from something odd with the picking. I'm using 'is overlapping' to pick the objects the game knows are 'beneath' the player. I -think- it has something to do with the UID/order that I put the collision objects into layout. It's not working as intented, i basically want this:

    If the player is higher than the obstacle, move the height offset variable to the height of the obstacle, therefor making the player able to stand on top of it when he lands.

    But in some cases, if the controller object collides with an object lower than that on an obstacle that the player is already standing on, the player falls to the height of the collided obstacle, rather than just staying above it like he should. It also goes the other way too, sometimes, when standing on a small obstacle, when jumping onto a taller obstacle, the height offset isn't updated until the controller object isn't overlapping the smaller obstacle at all.

    I can't really explain, just play it and see

    Does anyone know a better way of picking the objects rather than 'is overlapping?' Or is there a bug in 'is overlapping?' that needs fixing?

  • And I'm still stuck on the Z sorting thing

    I've found a way that SHOULD work in theory, but it's still not 100%

    Granted it could be something wrong with my code

  • Ok, after a bit of thinking about that cell type system, i realised my current sorting was only half the equation

    i was doing this:

    For each Layers ordered by Layers.Y + Layers.Value('ZHeightBottom')

    Which, in a cell based setup, does the first half of the equation, finding where the object is on the row. BUT if you only have this, it treats everything as though there's only ONE row. So i expanded on it and did this:

    For each Layers ordered by (Layers.Y + Layers.Value('ZHeightBottom')) + Layers.Value('ZHeightBottom')

    EDIT: Although come to think of it, that's essentially the same as the solution that David gave me earlier

    This now tells the game where on the 'row' it is, but then also which row it is on!

    Now it's working a lot better!! But i still have a few bugs, i'll upload a cap.

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

    Try standing at the base of the tower and jumping, also try standing behind a big box and jumping

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Yeah same

    ASHLEY PLEASE ADD THE SORTING THING!! yay!!!1

    Or at least try it out and see if it works before adding it, i really think it would be a good idea, i'm sure there's plenty of situations where this would be really handy, especially since people will want to use construct for making isometric games, and i believe this fixes one of the main problems for iso Z sorting in ONE event

  • First of all, thanks heaps for still trying to help

    It's a great idea too, actually kinda similar to what i had but alas, it's still not working

    Most likely because i'm not using a cell type system, i'm using Y coordinates and my Z height is another set of pixels, although i suppose the principle is the same.

    In any case, i really think that ordering by multiple criteria, similar to the way databases work, would be the answer

    Unless there's something i'm doing wrong

    wah

  • Happy birthday construct! a truly amazing product

    I think one of the best parts about construct (at least in beta) is that other people's ideas and suggestions can actually become part of the program should the devs deem it worthy!

    Another great thing is the quick response of the devs

    thanks guys

  • Yeah i need help on this too, if someone knows how to get isometric Z layering working properly when using height as well, i will LOVE you (platonically)

    I seriously think that making the 'for each ordered' able to sort throught multiple criteria is the answer but prove me wrong, i'm no expert

Arcticus's avatar

Arcticus

Member since 23 Nov, 2007

None one is following Arcticus yet!

Trophy Case

Arcticus has no trophies yet!

How to earn trophies