faggatron's Recent Forum Activity

  • If you removed it, would it be possible to move some old directsound files from a previous folder across into the new installation (or something)- just to make it possible to open it in the new version.

    Basically I don't like the sound of not being able to open it, I don't mind if the sounds don't work and I have to change to xaudio2, but I haven't gotten around to doing that yet, and I don't want to install a new version one day and find I've lost my entire game for the sake of it's sound.

  • http://www.quotecats.com/what/tetris.cap

    not really as easy as you were making out.

    steal it do whatever you want lol i dont care, as long as you keep in scatman.

  • This is the case for loads of different objects and behaviours. I think in general, if you can set it by initially, you should be able to change it at runtime.

    Most recent examples that have annoyed me: physics contact friction, particles fade colour.

    I think all of these, even if you cant think of a use for it off the top of your head, are worth adding to just add more possibilities to projects made in construct.

    After all, ideally construct needs to have as few limits on what it can produce as possible, and I've sometimes felt limited by not being able to change properties like these at runtime, because if you're going to use these behaviours or whatever you can't really work around it.

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  • Fagatron after seeing your op420 game you at a rave is no surprise lol

    lol

  • make me editor plz - faggatron

  • <img src="http://img399.imageshack.us/img399/9269/gurnjk3.png">

    me gurning at a rave

  • I think the best solution would possibly be to have an option which causes the plasma to scroll with the screen.

    So if you had a 640x480 screen, you could have a 640x480 plasma object, (either on a layer above that doesn't scroll, or always setting position to be on the screen) which, when you move about, translates the visible plasma pattern in the opposite direction. That way the plasma object doesn't have to be absurdly big, so there shouldn't be lag, but it would be able to have plasma effects anywhere that is being displayed on the screen.

    I guess this could be achieved by adding a "shift plasma pattern" option which literally shifts everything happening on the plasma by however much you specify, then you could set it to shift the difference of the last scrolled point and the current one.

    I don't know if this is currently possible or not, I think it sounds like a plausible solution for future though at least.

  • Is there a way to use the plasma object on large levels, so that there isn't absurd lag?

    I'd like to be able to use plasma effects on a whole level (scrolling about), for guns or whatever but the only way that works seems to be to just make a giant plasma over the whole level, which predictably causes lag.

    It's not that important but I was just wondering if there was a clever way of making one the size of the screen move about with you or something.

    I've also tried putting it on a layer above everything and giving that layer scroll rate 0, but it only works properly in the top left corner.

    I guess its probably not designed for this.

  • I think physics would be a lot more useful if you could change all the settings at runtime, such as immovable, no rotation, contact friction etc, although you can already change some of them I can think of uses for the others. (Ice weapons, turn floors slippery, ie change contact friction).

    You should also be able to retrieve all these values in the expression editor.

    Also it'd be really nice if you could apply more types of constraints, as well as hinge, you could have weld, rope, slider, hydraulic, spring, etc. (look at garry's mod for ideas heh).

    It'd be cool if you could name these constraints when you add them, then you could enable, disable and change their parameters by name.

  • http://www.quotecats.com/what/gravplat1.cap

    In that cap, the last event is the damage one.

    controls are W A D Q and E.

    If you run down a hill it hurts you still, none of the formula changes help that. It's why I think it must need to be resolved in the direction of the collision or something, but I have no idea really.

    I'd like to make it hurt you from falling and when other physics objects bash into you. Running along a floor shouldn't hurt you though.

    While I've posted this, any ideas why, when the display is rotated, and you click, the effect isnt at the mouse. (It sets position to mousex("Main") mousey("Main"), seems to bug out when rotated, large possibility I just messed it up though.)

    oh and also, may as well ask, how do I timedeltaify the scrolling//rotating events?

  • Even if it only damages if over a certain value (k), you still get that problem. If the object is moving along the floor at some speed over k, it damages it like before.

    I guess its to do with the change of energy before and after the collision???

    In this situation when using the physics behaviour and on collision event, will retrieving the velocity give me the velocity after the collision?

  • I'm using the physics behaviour and basically want one of my objects to be damaged on impact with other objects, where the amount of damage is proportional to the force of the impact.

    I guess my problem is that I don't really know what I mean by force of impact. My best guess is either the change in momentum of the object or the change in energy, before and after the collision.

    I can't get it to act the way I want, for example, one problem I've had every time was that if, say, I wanted an object to be hurt when it fell from a big height, then a lot of the time when it was pushed along the floor it got hurt just as much. (usually when the floor was a downward slope).

    I can see the reason for this happening but can't think of a way around it,

    my event was an attempt at the kinetic energy (1/2 mv^2):

    on collision -> subtract (sprite1.mass+sprite2.mass)*((sprite1.xvel-sprite2.xvel)^2+(sprite1.yvel-sprite2.yvel)^2) from health

    So here when the object was moving fast along the floor it wasn't slowing down and kept losing health proportional to speed. (there sprite1 was the object and sprite2 the floor).

    I'm guessing I need some way of resolving the angle of the collision, not sure how to go about this either though.

    any ideas?

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faggatron

Member since 7 Dec, 2007

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