QuaziGNRLnose's Recent Forum Activity

  • its not that conusing

    edit: LOL conusing, i mean confusing

  • well yah bezier curves tend to be reallly messy code, and theres not much i could do about it

    but i have a saved cubic curve file in word that i use, then all i have to do is replace all the inputs which are :1:,:2:,:3:,:4: and :t: with whatever id like them to be, so it doesnt take much time to debug.

    right now im just feeling out how to do things,order tends to really matter in this thing since all the parts and movements have to be layered so that they dont jitter ect, and i cant plan for things which i havnt created yet (like legs), after i do that i simply group my events and rename all the sprites, i prefer to work as i go, but i do pre plan in my head and on paper for some stuff.

    i really hate that bezier code, it clogs up the event sheet and it gets really confusing

    it took me 5 tries to get my intial code to work, i was planning on uploading the example i had made, maybe later

  • well ive been working on my quazi blober game for a week or so and so far ive come up with this, it still has no legs and the gun is lacking animation, but its coming along nicely and im quite proud of it

    im gonna release this open source, but it will likely be one of the last open source releases of this project, its uncommented cause im lazy.

    ive added quite a few things, and changed how the gun looks considerably

    test 'er out and tell me what you think

    http://www.mediafire.com/download.php?t1jgdtmggdj

    PS: why isnt there an uploader for this forum?

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  • aww well, guess its something which has multiple outcomes sometimes, just like an IK chain, adding detectors would defeat the purpose, as it supposed to return an exact point not set points

    and no i will not put little detectors everywhere, that be pretty annoying lol

  • lawl guess who

    i was a tad bored and after reading his post, lol i had to do it

  • im sure some1 will eventually make one when construct gets popular enough, but atm its not too important, you should look at the skybox demo tho, its pretty cool and its even better than mode 7 for a type of panoramic viewport, you could probably even make a 3d type racing game with the camera at the center of the track if you try hard enough, that would be pretty cool

  • thats fine, all i really need it for is to stretch a sprite (as if it were a polygon since i cant do this using the canvas ) so that it make my soft bodied example a single piece

  • to paste a sprite at certain xy just do this

    first create/position a sprite at the point that youd like it to be at on the canvas, then paste the sprite in, and then destroy/move the sprite out of the scene before the frame updates

    and this is a faster non SQRT distance formula but it deviates from the true distance by about 3%

    ((Max(Abs((A.x - B.x)), Abs((A.y - B.y)))) * 0.941246) + ((Min(Abs((A.x - B.x) ), Abs((A.y - B.y)))) * 0.41)

  • couldn't you just add a parameter like find point of collision closest to (x,y)

  • i just started to play with it and it seems to be acting a little weird, when i tell it to set x and y displace to the mouse it moves in conjunction to the mouse but deosnt stretch to the point where the mouse is at, weird

    EDIT: why does it set the displace to the distance from the mouse to 0,0?

    it seems like it should set that origin to the center of the sprite

    nothin a lil maths cant fix

  • how do i use it, i just have no idea, no idea of what i even have to ask?

  • well it works, but i found a prob with it which im trying to fix, things on the ground layer can never be infront of things on the high layer so a tall object will get clipped, the only other way i could forsee this being fixed is by having a for each by sprite y for each ground level box, and then using subevents to sort through each of the ground level sprite's z children, from the bottom up, there for making the base of these z heights the bottom of the stack catch mah drift?

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QuaziGNRLnose

Member since 2 Aug, 2008

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