Arcticus's Recent Forum Activity

  • Yeah i've got the loop fixed, the only problem now is the proper sprite layering, i'm stumped

    EDIT:

    ok so i had an idea that might come closer to working, i've done something like this

    for "layers" from 0 to 64

    (sub)for each (family blue) ordered by Y acsending

    (subsub)Blue.Value('ZHeight') is equal to loop index of "layers" - send to front

    it -kinda- works but not really, any help?

  • Here's the cap i was gonna upload in the feature requests

    Time scaling works fine if you use it normally, i am kinda manipulating it a little so it looks like timescaling isn't affecting it at all

  • rightio, shoot me a pm with your email or something in it later

  • Yeah i just attempted a nested loop similar to what you said, so far it only does the typical Y coordinate one though thanks for trying though

    i could send you the cap if you want to try a few things with it

  • Deadeye, you're a genius, i've got it to work now, although i had to change the else statement to another 'for each' loop, but i can now try to change it so it works a little better

    Thanks! just when i was beginning to think nobody read my threads lol

    So now, maybe someone here might know, now that my height problem is out of the way, i wanna know how i would do the ordering of sprites, i've tried the 'for each' ascending by Y coordinate thing, which worked great until i introduced the pseudo Z axis.

    I now need to be able to order by Y coordinate AND the ZHeight variable, with higher ZHeights being on top but still being put behind or in front of objects of the same ZHeight if you catch my drift.

    Save me deadeye!

  • Ok so I'm making a game/engine which is like 3/4 view using physics for collisions and i've put in jumping over and walking on top of obstacles right, but as soon as i have obstacles that have different 'heights' i run into problems.

    So i have a familty called Terrain, and every object in the terrain family has a ZHeight variable which tells the game how high the object is and subsequently how high the player will have to jump to get over/on top of it.

    The player also has a ZHeight variable that is obviously how high off the ground he is.

    So i'm running this little loop:

    (Don't worry about the subevent in there, it's not part of this context)

    Looking at it you would think it should work fine, cause the objects in terrain have varying heights, a 'for each' should be the way to go. Yet, the collisions are not disabled, with the 'for each' loop there i can't jump over a single thing, so i take the 'for each' loop out, now i can jump over things but it treats them all as the same height. It's quite frustrating. I'll upload the exe so you can see what's going on

    http://www.mediafire.com/?cd3zklmnngi

    You'll have to ignore the sprite laying for now, i'm also having trouble ordering the layers by ZHeight THEN by Y coordinate

    controls:

    WSAD + mouse - move

    Space - jump

    E and Q - go in and out of slow-mo (soon to be upgraded to super speed once/if physics velocity is pixels per second) currently mostly used for helping find bugs.

    Anyway, is this a bug with families and disabling physics collisions? or is there a better way to code this? I dunno, anyone got any ideas?

  • Oh sorry, I forgot to mention that you only see the differences between the two if you are switching between a really low timescale (eg: 0.001) and normal timescale.

    I would upload an example but i dunno how to attach files in the forum like the devs do, that and I'm at college where there is rather high net restrictions

  • I know I've mentioned this before, but I've ran into a situation where it would be good to have it fixed.

    Would it be possible to make the physics values in pixels per second? Because the player in my game uses physics right, but I want to apply that super speed thing that i made in that example a while ago, except that since physics values are inconsistant with pixels per second, it all goes wrong.

    Physics example: (not entirely real syntax)

    Set X Velocity to (cos(Player.Angle) * 200) * (1 / timescale)

    will not have the same effect as:

    custom example:

    Set X to Player.X + (cos(Player.Angle) * (200 * timedelta)) * (1 / timescale)

    will work fine

    Anyway, I'm pretty sure it's the physics value inconsistancy that's causing this problem because all the non-physics things on my player such as, rotation speed, jumping, all work fine with the super speed thingy.

    Although hopefully I'm wrong and it works fine and i'm just doing something wrong

    (also how do i post attachments? )

  • Just about adding sprites to games via a sprite sheet, i dunno if many people are aware but you can use the import screen in construct to break up a sprite sheet into separate sprites, depending on your ordering the whole process is pretty much done in one hit.

    That's what I sometimes do when i couldn't be stuffed making my own character for a quick test of something, i just use some of the sprite sheets from that RPG maker engine thingy, construct makes it really easy to import them

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  • i did that but then when they become visible again, they preserve everything that was in them when they went invisible, i tried it with opacity instead but it still slows down

    i kinda need a way to test if it's not doing anything, all i can think of at the moment is setting up some kind of timer system or something

  • Hey again

    I'm sure you guys are aware of some of the problems with plasma, for example motion blur issues, scrolling, zooming etc

    But is it possible to make it so the plasma thing doesn't 'render' when there's nothing pasted in the plasma object? cause i made a little game with lots of different effects, fire, ice, wind, radiation, invisibility, teleporting etc and if i turn motion blur on, even if nothing is happening, the frame rate just completely drops and on my brother's computer which is not as good as mine, even without motion blur the frame rate skips a bit

    Also i'll mention most of the plasma objects i'm using have at least one effect on them too

    I hoped this gets fixed cause it's fine being able to make an example of one effect but when there's a few on screen it goes really choppy, especially with motion blur.

    I dunno if i quite got my point across so just ask me if you need me to explain anything

    off to work i go

  • I would still certainly love to be able to find the normals though, however with the way the physics object is going there will soon be no need for me

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Arcticus

Member since 23 Nov, 2007

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