Arcticus's Recent Forum Activity

  • I'm assuming it would return 200 unfortunately

    Not sure how I would do this, but still the current problem is that for some reason, as soon as Xcomp is a negative, BOTH Xcomp and Ycomp variables get messed up

  • Anyone have any idea why the expression:

    clamp(Player.Value('Xcomp'), cos(Player.Value('Vector')) * -200, cos(Player.Value('Vector')) * 200)

    is returning -200 as soon as Player.Value('Xcomp') goes below zero?

    cap here if you need:

    http://dl.dropbox.com/u/1289341/TimeTest.cap

    W and S to move, player looks at the mouse

  • I would love this feature

  • It doesn't? that could explain a few picking problems i've been having.....

  • You could try a 'for each object (ordered)' loop and place all the objects that need sorting into a family

    Then use the aforementioned loop to order that family based on their Y co-ordinate in ascending order.

    I'm guessing this is the problem you needed help with, I just woke up so I'm all blurry lol

    If you're thinking it'll be too much on the processor due to large layouts and many objects, you could try the condition, 'Object is on-screen', that might help lower the amount of objects needing to be sorted, although I've never tried it.

  • Woohoo new personal towerclimb record of 4395!

    Dam gas appeared on an underwater level full of fish

  • i LOVE this game!

    So basic but so interesting, I'm also in love with the art!

    I find myself praying that the start of every level doesn't spew lava at me! One time I got 4 lava levels in a row *groan*. Highest climb so far is a bit over 1600

    I love the random element of the whole thing, it keeps the one simple concept fresh and interesting.

    One time, I started from the beginning and straight away a dog fell from the sky, landed on my head and killed me within a second

    The level design code must be pretty mean

    I have found a few things wrong with it that i'm sure you're aware of:

    • Revive pots bug out when used from dying in lava, eaten by fish, killed by worms, basically anything besides me falling I've almost stopped buying them now lol
    • I think enemies should be subject to the same laws of physics as the player, aka fall death, lava death etc
    • The other thing is, is the walk animation supposed to go that fast?

    But even with those bugs, this game is FREAKEN AWESOME

  • If pathfinding is the problem then I would suggest giving the enemy tank the RTS behaviour, you can set it so it moves around solids and such. The only drawback is that it's cell sizes for the path finding seem to be increments of 10 rather than multiples of 2, so it wouldn't quite line up for 32x32 size tiles for example. In any case, experiment with the RTS behaviour, you can do some cool stuff

  • So .... my antivirus says that link is a trojan

  • Ah that's pretty good

    So assuming all my objects are already in a family I would have to make a duplicate family to compare them correct?

    I always try to avoid having to do that, I think its kinda weak, but I guess, logically the computer needs to differenciate between them somehow.

    It'd be cool if, when comparing a family to itself, it checked the other members of the family instead of itself. Unfortunately I guess that would cause other problems when you need to family object to compare something to itself lol... maybe an extra family picking condition - 'Pick from other family members'? :S

    Anyway thanks again Deadeye, I'll try and jury rig up a similar system to what I'm trying and see how I go

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  • I thought that would be the way to go, but I'm still unsure how I would go about using it because I need to pick -two- specfic objects of the same type/family and it becomes a little harder when referring to the same object, the picking has to be very specific.

    I'm not 100% sure how the picking is handled in this situation anyway, I mean, CAN you pick and compare two specific sprites at all? for example:

    Pick Object with .value('ID') = X

    Object.value('var1') is less than Object.value('var2')

    Pick Object with .value('ID') = Y

    It would be nice for situations like that, if it picked the two objects to be compared by the picking criteria before and after the comparison or something. The pick event before the comparison picks the first object, and the pick event after the comparison picks the second object.

    Unless of course, there's an easier way that I'm unaware of

  • Hey, I've got a picking problem

    I have ONE object with multiple instances of itself, each one is given it's own numerical ID in ascending order. So if I had 5 objects, their ID's would be 1, 2, 3, 4, 5 respectively.

    I want to compare 'Variable1' of Object with ID = X to 'Variable2' of Object with ID = Y

    It sounds fairly simple but I'm having a lotta problems getting it working

    Any ideas?

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Arcticus

Member since 23 Nov, 2007

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