YetAnotherSuperhero's Recent Forum Activity

  • Hey, I'm working on a spaceship game, and I need help with the movement. I've tried physics and the custom and even car. But all have their own problems.

    What I need is the ship to have a maximum velocity, e.g. 100, so using it's engines, this would be the fastest it could go. But, external forces could make it go faster, e.g. up to 1000. Also, if the ship is already going faster than it's engines alone could make it go, then it won't pickup speed from the engines (but it could change direction.)

    Also it should be said that the movement needs to be 360 degrees with an inertia, so no turning on a dime.

    Not to sound p*ssy, but I'm not asking you to code my game. I've made an H.S.C.E. edition, (a Horribly Sloppy Code Edition... edition) and on my T5800 (2ghz Dual-Core) and with one ship it craps my framerate to 50ish. So I'm looking for some ideas (Or a plugin, hint-hint, wink-wink).

    Also pixel-perfect collisions, are a high priority.

    If I sound like I'm rambling, I'm sorry. Thanks for any ideas.

  • Is there a way to pick a target with a specific value with the Turret behavior and when that value changes pick a new target?

    I'm pulling my hair out over this.

    Thanks

  • Thanks!. On with my recode!

  • Apparently (I might just be being obtuse here) the Line Object doesn't do pixel-perfect collisions, Is this true?

  • Awesome!

    Question: Would collisions and bumping work or be possible?

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  • Awesome, thanks!

  • Ok. That raises a question, 'cause I've never worked with a hash table, and I am currently using INI to store items (engines, weapons, etc.) and would like to be able to add more items for modding purposes or expansions after development.

    So... Is there an easy way to load an ini with multiple groups into a hash table or Is it something I'll have to work out?

  • While I'm waiting for 1.0 to come out and work on my project in earnest, I thought I'd get some questions out of the way.

    My game will need to keep track of a bunch a variables, some fixed and some variable (a variable variable, I get it!) and I'm wondering for the fixed vaiables would it be best to load them into the sprite's private variables or constantly read an INI file to get the value? I'm talking about a couple dozen private variables (weapon strength, engine speed and acceleration, etc.)

    If it's in a private variable, then I would think it'd be more efficent because it'd be in RAM versus the INI being on the HDD.

    Any info?

  • No, any file iload into it.

    It's pretty bad.

  • Does anyone else have this problem? When I tell XAudio2 to load a file into a channel then play it, I get a "clicking" sound or "popping" sound. It does this on my two computers.

    Anyone?

  • Hey, is it at all possible to play either a single Midi note and generate a sinewave tone using XAudio? I know I could make a wav file of a sinewave and play it, but I need to change the frequency but not the length.

    Many thanks.

  • Hey, I'm making a beam weapon and it's length needs to be rather long 10000+ pixles.

    And it's needs to cut down it's length if it hits an object.

    I can do this: collision with blah blah: set width to distance(x1, x2, y1, y2) etc.

    The problem is when it is a near miss the frame rate chugs down to less than 1! I know, my laptop, not a gaming machine.

    But I was wondering if there was any better way to do it. Angle detection or something. Any ideas?

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YetAnotherSuperhero

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