linkman2004's Recent Forum Activity

  • Maybe I just don't understand what you're trying to get at. Do you want there to be multiple ticks per frame? What exactly is so inaccurate about 60 ticks per second unless you have incredibly fast moving objects?

  • Thanks, guys! I'll do my best to mete out copious amounts of the delicious treat known as justice.

    You know, within reason.

  • Sounds like something useful I could add to the Advanced Camera plugin. I'll see if I can get around to that.

  • Yeah, sorry about that. Here's an updated link:

    Accurate High Speed Collision Checks

    I also changed the link in the uploads forum in case anybody stumbles upon that again.

    Also, I just thought of a way to turn the ideas I had concerning this into a behavior. We'll see what comes of that.

  • Also I guess somebody should mention that an addition to the sine behavior probably wont happen, since z(currently) is a sprite object dimension. It is the only object set up for it.

    Not that you couldn't fake it for other objects.

    The SDK allows you to set the Z-elevation of any object, but it's up to the plugin developer to actually draw the objects with Z-elevation. Since the sprite is the object most commonly used with this behavior, it would be a helpful feature addition.

  • I'm not sure exactly what it's supposed to do, but I can tell you that checking for collisions 10000 times per frame isn't necessary since your sprites aren't moving anywhere in those loops.

    I think for most things 60 FPS is good enough for collision detection, but if you really need more than that I made an example a while ago that provides a method for highly accurate collision checks.

    Accurate High Speed Collision Checks

    Keep in mind that you have to make your own event based movement engines for this to work properly. While writing this post I thought of some ideas where you could apply this to the built in behaviors, so I'll see if I can work something out there.

  • The only way would be to use the binary object, but you have to load an external file for that.

  • ClientX returns the position of your game frame relative to the screen while the X position of the window is the position of the window from the top left including the title bar and border.

    I suggest that you post a CAP file that we can take a look out so we can help with your problem.

  • You can use the Window object to get the position of the window and position the mouse accordingly.

    Example

    This positions the mouse to a randomly picked box. You'll probably have to add some things to account for screen scrolling -- if you need it -- but it shouldn't be to difficult.

  • Sweet! I'm glad you're still working on this.

    Have you considered putting Motion Plus support in? I could always help out with testing in case you don't have one.

    EDIT: Looks like the download link is broken, so I can't try out the latest version.

  • You can hold down the control key and use the scroll wheel on your mouse to zoom.

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  • It's the latest release that was marked as stable. You can always grab the latest unstable build from the construction discussion board. The latest unstable build is 0.99.82.

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linkman2004

Member since 15 Jan, 2008

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