Arcticus's Recent Forum Activity

  • pythagoras! of course! If you had told me in highschool that I would find an actual USE for trigonomerty AND pythagoras I would have laughed in your face

    I was just trying to find an accurate speed reading!

    Thanks heaps ash, also I didn't know about that timedelta thing, i'll implement it in too

  • Hi, I thought a good suggestion/feature to implement later would be something similar to the drawline extension that mmf had. But I think if possible it would be even cooler if you could set properties to the line to be drawn as well such as opacity, colour and thickness. If you could take it one step further and have like a draw poly function where you assign each corner of the poly to a point of you choice etc and still set colour and opacity, you could actually get away with faking 3d stuff pretty easily, but right now I'm happy with just a drawline function.

    Also another suggestion about the current gradient tool, would it be possible to add different gradient shapes? Radial gradients would be great although I'm aware i could just use photoshop but it would be quicker with construct with it built in and all

    Anyway that's all bye

  • I've been thinking about going down that road, however, due to the nature of how I'm doing it, I can't actually SET the speed in a specific direction by using a speed variable, I can only -retreive- the speed and that's by using the system event distance between points, by using a LastX and LastY variable.

    In any case I suppose I might be able to work around it by taking whatever offset is in my MoveX and MoveY variables and multiplying it by something like 0.98

    Thanks for your input, if anyone else has any other ideas I'd still love to hear em! <img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" />

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  • I like the Zpaan one

  • Hi, I'm making a little movement engine, it's LOTS of events so I've made a tiny little example that has the basic (and i mean basic) fundaments of how I will be moving the player/objects.

    So far everything is running ok, I even found a way (although somewhat crude) to find the angle of the any wall to calculate a way to bounce off it corrctly, but there is ONE main thing stopping me from really developing this much further and that is, I can't get it to stop accelerating beyond a certain point. That is to say, if I hold up for example, the player will just keep getting faster.

    I'm pretty rubbish at most maths, and i've spent many hours just trying to fix this problem...

    I've tried lots of things and most of them, if they even work result in usually one of two things, I -can- get it to stop accelerating once a certain speed is reached BUT after that point I am unable to move in any other direction,

    OR

    I can move in any direction again but it's not realistic looking, as in moving diagonally will actually move faster than moving up/down or left/right, also when turning whilst moving forward, the player moves in more of an octogon type shape.

    Any help with limiting the speed (and some nice accel/deceleration code would be nice too <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile"> ) while still maintaining control would be VERY helpful <img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy">

    To fully understand what I'm raving about, here's the link to the reduced version

    (you don't really want the big one I'm working on, way too confusing for now I just want this movement thing sorted)

    http://www.fileshack.us/get_file.php?id ... ntdemo.cap

    Oh one more thing, I don't -really- wanna make it use the built-in movement types, I know it may be a little counter-productive on my part but I really wanna know how to actually do this myself. Plus I like custom movements more anyway <img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink">

    Anyway PLEASE help if you can! yay

    bye

  • i love making mods for games! <img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" />

    cept i'm an average composer...

  • I know there's plenty of these already, don't wanna kill ash <img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" />

    But something nice I would like to eventually see in the animation editor is something similar to the click interface where there is a radial representation of what angle the animation is assigned too.

    Also I would like to be able to change the animation speed at realtime using a value from 1-100 for example:

    Runner.animspeed = runner.value('Acceleration')

    On a side note, is there any difference between an animation and a sub-animation? I don't understand them as yet.

  • No worries <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /> I figured if it's always been a problem for me, it's probably been a problem for someone else

  • Actually I think it has something to do with the vertical size of an event, I put a really large one in, and now if I scroll down I can only see like 2 events <img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" />

  • It's getting annoying watching all my events disappear the further down I scroll through them..... <img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" />

  • Is there a way to count and/or compare the amount of certain objects in the layer? If not, there should be later <img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" />

  • Hey, I'm making my own 'physics' engine type thing that I will apply to a semi-isometric game. In any case, a big problem for me was finding a way to get objects to bounce properly.

    Whenever I encounter a big problem, I make a new little example that focuses entirely on that problem till I work it out.

    In any case, while most of you might not find this very useful, I'll put it here for anyone that wants it. Plus I think it's kinda cool <img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy">

    Of course it only works if you know the angle of the wall you're bouncing off.

    http://www.fileshack.us/get_file.php?id ... =Angle.cap

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Arcticus

Member since 23 Nov, 2007

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