YetAnotherSuperhero's Recent Forum Activity

  • Sorry, if this has been asked for before. I did a search and couldn't find anything.

    But would it be possible to be ale to alter the wrap margins in the wrap behavior during runtime? or at least set it to DisplayWidth and DisplayHeight?

    Thanks

  • So... in my ship game you can zoom out. And each ship don't has a label (Ship name, position, etc.) but you zoom out and the text is unreadably small. Any ideas for a fix?

  • The current frame of the animation is the one where the animation is loaded to. So if you set the animation frame before loading the image, you can load multiple images into one object. However, this requires you to have as many blank frames as necessary to load up all of your images.

    My game makes heavy use of this method, so I might take a crack at making a plugin to simplify it.

    If it's not too much trouble, could you make an example of this? It's not quite meshing together for me.

    Thanks.

  • Thanks for the information! I didn't know that. I might be able to make that work, but a plugin would be great! Because I don't really have the ability to say HOW many pictures there are going to be.

    But again, thanks for the information.

  • How can I do that? I need to load external PNGs. How do I load one to a specific frame?

  • So, I just found out that different copies of the same sprite object cannot load up different images. Since this is crucial to my game, is it possible for someone to make a plugin that can do this?

    Thanks

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  • That doesn't work, if you quickly go to the other side then it's going to snap in the other direction, not have any inertia. Thanks though.

  • Yeah, thanks I had that worked out sort of. But my controls are you turn an arrow that points the direction and the ship rotates to that arrow, and the problem of a rotation speed is that when it reaches the arrow the ship will over shoot it, then slow down, then over shoot the other side then slow down etc.

    Is there some way to get if the ship needs to rotate clockwise and return (1) or counter-clockwise and return (-1)?

  • I'm trying to make a ship rotate at a speed with some inertia. To if the direction to rotate to is flipped than it's not going to instantly turn to the angle at full speed, but rather sow down turning the other way then seed up, exactly like the angular velocity in physics (Which I cannot use for this project)

    I can work it up with code but it would take 4-5 lines with some funkay computations.

    Is there a simple math in Construct that can do this?

  • I've tried that but not all the way back to an empty cap file.

    But, you know, sleeping on it last night, I remembered it started when I added an object and put some shaders on it. The shaders slowed it down so I got rid of it. Could this object still be sort of stuck in a limbo?

  • I got an odd thing going on.

    I run my project at the unlimited framerate just to keep an eye on the quality of my code, and it's been steadily in the 250 range. But, lately it's been jumping from 300 to 90 to 250 to 111, and so on.

    I've undone my last changes, and no effect, I've even gotten rid of most of my code just to see how it'd run, and it's those same jumping but higher numbers.

    I doesn't do this on other projects, the framerate only varies within 10 fps at most.

    Heck, I've even reformatted my comp (for other reasons) tonight but no luck.

    Any ideas?

  • Thanks, I know of that example but it dosen't have a "Top Speed". I need my ship to have engines that will only go (50) but with external forces the ship could reach a maximum of (100)

    I'm pulling out my hair over this and I can't figure it out.

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YetAnotherSuperhero

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