QuaziGNRLnose's Recent Forum Activity

  • Don't use greater than/less than tests on angles - it never works properly. They always have problems with the crossover between 0/360 degrees. That's what the angle-specific expressions, like anglediff, are for.

    dont confuse him though, you still need to use those tests on the anglediff expression.

    the best way to do things would probably be link mans though. since it allows for absolute control like my method and its simpler than my overcomplicated method of the same thing, and im guessing its the least cpu intesive aswell.

  • if hi res graphics aint your forte, dump the idea for now

    making a game hires wont get you anywhere. infact itll make you never finish if you dont have the capacity to make work you like quickly (which takes practice).

    id say you should start with low res pixely stuff, or simple graphics . your games will have 10x more of a chance of being completed, and youll be able to make ideas work quickly if youre a graphics oriented thinker (like me).

    im speaking from experience here. my projects with simple graphics are alot farther along than the complicated ones.

  • rojos example should work if you have an object only based thing without alot of complicated object which rely on other objects (bone movement type stuff)

    but if you run into trouble you could always do some trickery with a canvas instead moving it to one half and then the other pasting all objects on both passes, and that should work 100% like setting the scroll without being hacky and moving all objects around and wrapping them aswell.

  • i really wish there was a way to do this, the only way to make this atm though would be to make your sprites different colours into multiple pure white objects of solely that respective colours pixel layout and change their colour filter on the fly. a more automated way to break stuff up would be nice of course.

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  • you could also use vectors to compare the angle, but that might be a bit difficult if you dont understand what vectors are (mathematically, not graphic type vectors like in flash or wtv)

    angle dif should be fine for this tho, and use it in conjunction with compare if angle is clockwise/anticlockwise to conditions if you want a value between different intervals on different sides

    ex: angle diff </= 5

    angle (comparison angle "355 in this case") is anticlockwise to (origin angle "0 in this case")

    angle diff </= 50

    angle (comparison angle "50 in this case") is clockwise to (origin angle "0 in this case")

    so your interval can be controllable on both sides like this, remember angle diff only returns a positive value (dont know why tho, returning a neg would be really handy so you didnt need to waste time with these clockwise conditions)

  • ellipse only means an circle with variable height and width, its what a rectangle is to a square. and a rectangle can be a square, same principle applies here.

    as long as your sprites height and width are the same, it will collide as a circle. and i guarantee that you wont get an easier and better working way with anything besides physics

  • yes there is, its called ellipse...

  • You *cannot* use meshes exported from any program. the .mesh format used for construct is for construct only, its a special type of file that only the mesh editor or construct saves and exports. the name .mesh means nothing it could be .asfkjhdfkaf

  • howd you do the lightning? i assume random offsetting of a lerp from cloud to strike point at intervals, thats how i had done it for static scrubber

  • id say the physics behaviour, since peggle has quite complex ball dynamics, and can roll on smooth surfaces ect. you have to set elasticity on the ball to 100 and world gravity to 50

  • it uses the same tech as bomb model, infact its less complicated since it doesnt wrap a mesh around the sphereoid that is spawned (the swirl of points) or in the bomb's case, a round bomb body

  • Mesh's are a file that Construct can generate, basically it's a saved form of a distort map.

    If you'll look in Construct's folder you'll find another folder called tools. Within that folder you'll find some examples of some mesh's, and a map editor.

    Btw Mesh's are fairly scale-able, and will scale themselves to the sprite they are applied to.

    while youre on the subject of meshes, you could probably use newts tool (if it saves mesh files, i never used it, where can i get it newt?), import a mesh, and make system which finds the height of the closest vertex on a mesh and use that as a simple and id think rather fast way to do things. it might even be faster than using an array

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QuaziGNRLnose

Member since 2 Aug, 2008

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