Arcticus's Recent Forum Activity

  • dynamic music <img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" />

  • That's really helpful! thanks dude

    I really like coding my own physics stuff, cept I'm not very good at figuring out anything beyond my secondary maths schooling lol

  • I haven't looked at this game yet but if you're looking for bounce code I always use something like this:

    BounceAngle = 2 * (WallAngle - ObjectAngle) + ObjectAngle

    In this case, the wallangle would be the bat and the objectangle would be the ball, bounceangle would be the new angle that the ball would bounce off into.

    Although I am a lazy man and I haven't looked at the game to see if this is appropriate but at least I took the effort to post this here eh? <img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" />

  • It might have something to do with the settings of your video card, a little while ago I had my card set on a bunch of different things like anistrophic filtering, temporal antiailiasing etc, and I was getting a number of odd looking things going on in construct, as soon as i turned them to application controlled, construct worked fine.

  • Aw I half wanted it to be you, look at him there, pretending to throw light bulbs around in a suit...

  • I've always wondered if that's actually a picture of Ashley in his avatar juggling ideas....

  • I know I've said it before but it would be great to have a visual directional readout of the angles of animations (albiet similar to tgf/mmf)rather than just a list, with a lot of directions, one animation can have quite a long list of angles <img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" />

    With that in mind, (and also similar to tgf/mmf...) it would also be handy to know which angles have animations in them or not, like an empty circle when there is no animation and a filled circle when there is? Did I explain myself ok? I basically think the animation direction thing from tgf/mmf was pretty spot on <img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" />

  • Haha awesome game, reminds me of Thor or Golden Axe Warrior!

  • 3/4 iso, the man's way <img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" />

  • yeah to be able to do all the directions from the one image sequence

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  • When I make my own graphics, I generally use a 3d design software package to do so, and say I've just made a walk animation for a guy and I want it for 64 directions, what I usually do is set the walk cycle to repeat 64 times and each time I rotate him however many degrees are needed for the next direction. So I have ALL directions of him walking in the one animation file/image sequence.

    The only problem I've always had with this was I had to import them all into one direction in the animation editor, then manually go through and cut and paste them in the correct directions (in construct at the moment I have to do it frame by frame!).

    One thing that I've always wanted to be able to do, is when importing animations, have the option of something like an "Animation contains all directions?" checkbox, then I could write in the starting direction, how many directions there are (4, 8, 16, 32, 64 etc), and how many frames of the animation there are in one direction.

    Also another handy option would be whether or not you want the image to crop each frame's 'empty space' down to the minimum used image area if you get what i mean, tgf and mmf used to do it.

    Anyway, I realise it's all probably not a huge priority or something, it would just make animating lots of things go generally smoother (at least for me haha)

    Although I will add, I really like the tileset option with the current import image thing, cheers ash

  • ok i tried it like this, I made the variable 'Speed' always set to sqrt(MoveX ^ 2 + MoveY ^ 2) that way I can just say like, if 'speed' > than 20

    but if i go into any directions where cos or sin return negative values, i get a speed reading of -1.#IND and my object just floats along at whatever tragectory it was at

    Also as i'm not much of a brain, I'm still a little confused about the Player('MoveX') ^ 2 + Player('MoveY') ^ 2 > 0.25 thing you mentioned, would that fix the problem I have at the moment?

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Arcticus

Member since 23 Nov, 2007

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