QuaziGNRLnose's Recent Forum Activity

  • definitely gonna have to try this, i was always hesitant in trying to use the old camera plugin because i knew you were relatively inexperienced when you made it and didn't want to have to rely on a potentially buggy plugin for all my camera stuff, but now all thats changed and this sounds really awesome.

  • it looks really awesome, but when i saw ubisoft i was like, nooooooooooo.

    theres something about every single game they make that just reeks of repetitiveness. i hope they don't ruin something that looks amazing so far. i just know they'll put something that'll ruin it or just not put enough extra stuff into it to keep you interested.

  • why go through all that trouble when you can just drag the instances to a corner off-level and enable destroy on startup.

  • yes theres a way, but you need to find out if its the offset from a specific points original position or from the sprites center

    if its an offset from that specific points original location your going to need to figure that out then add the xy offsets.

    so lets say you distort object is a 64x64 square, with a distort map of 2,1 (3x2)

    first your going to need to know which X(column),Y(row) your using, then your going to need to find out the top left corner's xy location(of the square, non distorted of course). its important that you keep track of the distort map column/row size and keep it in 0 based form, and keep its angle and width/height at the original objects values or else it might not work unless you implement something to get around that in the upcoming formula.

    so now that you have those things, you need to actually put all that info into a formula that'll do what you intend.

    so

    for X:

    sprite.left+((sprite.width/sprite('distortmapColumns'))*{current column})+Sprite.VertexX({current column},{current row})

    for y:

    sprite.top+((sprite.height/sprite('distortmapRows'))*{current Row})+Sprite.VertexY({current column},{current row})

    and im pretty sure that'll work.

    if im completely out of the ball park its because the assumptions i made were wrong (i dont have a comp to test if i understand the elements of the problem correctly)

  • done!

  • My brother Davioware has a game that fits just that bill.

    http://gamejolt.com/freeware/games/plat ... limb/1459/

  • http://gamejolt.com/freeware/games/arca ... atch/3161/

    i think my game MEGA THUMB: DREAM MATCH is one of the more complicated construct games out there right now, if not the most.

    It makes use of the event engine and ONLY the event engine, with no custom plugins or even any "3D object"(s) to make a game with 3D graphics using only sprite mesh displacement. The animation system for the 3D stuff is made with events only and custom inverse kinematic stuff. The 3D rotations for cameras/objects/etc. are done using only events. on-top of that theres a built-in custom character editor which has its own 2D graphics editor,3D object manipulation and a complex array and raster image based save/load system.

    It's proof construct is super powerful, and that if you can imagine it, with enough work and skill you can do it, even if your only using events.

  • yea, and i pissed my buddies off by always singing 'Always' by Erasure because of the game xD

  • mostly paint, and for some stuff Photoshop/Painter (like in MEGA THUMB)

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • you are, but this engine is dated, really dated. you could do something a lot more impressive now.

  • 5)

    Subscribe to Construct videos now
  • That bug with groups wherein you try to select one thing and everything in the group is selected no matter how hard you try to select that single event, and the only way around it is to close the group and reopen, or when you double click on the event the group closes and needs to be reopened, its the cause of that copy/paste bug davio's talking about, since you unintentionally select everything.

    It needs to be fixed!

    I second physics general crappybuggyness being fixed as-well.

    if i recall the world has a boundary limit/size, this should of been based on where your scrolled rather than just the distance from the origin, so that you can never be out of the boundary if an objects within visual range (near scrollx scrolly), but it still exists for far off objects from the current screen position, this would be the best fix since im pretty sure you cant remove the boundary completely, and the only way around it right now is a custom scrolling system which is just ridiculous.

    also springs and even hinges i think just freak out if the things attached are too small, its extremely annoying.

QuaziGNRLnose's avatar

QuaziGNRLnose

Member since 2 Aug, 2008

Twitter
QuaziGNRLnose has 5 followers

Trophy Case

  • 16-Year Club
  • Email Verified

Progress

17/44
How to earn trophies