QuaziGNRLnose's Recent Forum Activity

  • i liked the old sites palette

  • adding ball to a family, for example, blue, could help you. adding the object allows it to be differentiated from itself in conditions, so lets say, blue collides with ball, would basically mean, ball collides with ball, but now you can differentiate between the two in expressions and actions. its as simple as that. now getting the hinging to work properly is a bit more complicated, but its the same idea. families allow you to get more selectable objects for events involving the same objects, no python needed :).

  • memorization

    :P

    nah i kind of loosely use groups and sub events and try to make my code as reusable as possible with families and functions and stuff. working on making things easy to work with is better imo than an organized mess

    Constructs event system is so much more organized than mmfs, calling them similar is insulting imo, and laughable. you cant even see how each check/action in which row is ordered, and what that event is doing, plus the weird array style editor with objects all lined up is impossible to work with unless your project has like 4 objects. It's good but i got so fed up making anything complicated. it's just so innately disorganized.

  • the fastest shape is ellipse, polygonal shapes are generally more computationally expensive as they become more concave and/or more complex as in # of vertices.

  • if your doing non-deforming animation, like a mech, then why not design your own skeletal system using events. if it's not there build it yourself :P. i managed to make weighted rigging with deformation before construct even had a 3d object, making a little IK rig with linkmans plugin shouldn't be TOO hard.

  • Big pictures are BAD, you're going to run out of vram awfully quick. you should scale down your images and resize the sprites they're in back to the larger size (in the layout editor, not in the picture editor), itll be a bit blurry compared to the original but will be much easier on the gpu, so you can have more objects/images/effects and stuff going on rather than one sharp picture whoring everything not really making the game interesting at all. if your pictures are bigger than like 1024x1024, generally that's kinda bad if you're going to have many of them, and anything bigger than that size will automatically be considered a 2048x2048 image which is REALLY bad. try to keep the dimensions within power of 2 sizes like 1x1, 2x2, 4x4, 8x8, 16x16, 32x32, 64x64 etc. I know it may seem confusing, "why should i make my game look crappier i have modern hardware" but it's just a reality of game designing, you have to make things efficient, and doing that is no different than what pro's do.

  • what exactly do you need done? how can multiple people work on the same code

  • you'll have to use sprites as particles i'm afraid

  • Well, if your islands are some random hard to define shape, all you need to do is for each island, run some loop that returns a random x,y position, check if that position is "safe" like on the island or wtv, and if it is, spawn the tree, and repeat until its populated with some arbitrary random number of trees.

    you could also just run a loop a random number of times, create all the trees, and then check if the trees are on the island and destroy them if not it really depends how fast you want things to be.

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  • you need to define an origin, and rotate each point around that origin in xyz space, rotating the points additively in 3 steps. roll, rotations applied on YZ plane, then pitch on those rolled coords applied as a rotation on the XY plane, then yaw applied on those coords as a rotation on the XZ plane. theres no real "right way" but this is how i usually go about it for euler angle style rotation

  • kay seems to work great then

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QuaziGNRLnose

Member since 2 Aug, 2008

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