QuaziGNRLnose's Recent Forum Activity

  • im not against the creation of a behaviour but it just seems like your overcomplicated things to far here. the thing is you dont need any variables, or behaviors or anything like that. its just as much work setting it up as it is finding ADD behavior in sprite properties.

    all your doing here is set width to ".width+10" set height to "(.originalheight)*(.width)/(.originalwidth)" the brackets aren't even needed, and the .height part could just be set height to ".width" if you have a square graphic, which is pretty easy to do for an explosion or something like that.

    that would take me all but 2 seconds to set up, and it took me 2 seconds to figure out aswell. Im not against making things easy but i absolutely cant stand it when people use that as an excuse for not thinking for themselves in really easy places. you don't want people to constantly be helping you with things, and be pinned down by the behaviors that construct supplies you with. your just cookiecutterizing things for yourself. and in this case a behavior isn't as useful as your making it out to be anyways, linear scaling is sooo easy to do, it takes 2 actions.

  • thats not very realistic for downward movement. a body under the influence of gravity standing on another one which is moving downward simply falls onto that body to stay "connected", it doesnt have some arbitrary force gluing it. if you were to move that platform away faster than gravity could accelerate the body downwards you would start to fall. i havent played with this yet in platform movement but speed should only be added for a sideways or upwards motion, where theres actually some opposing forces sticking things together. again im not sure how the behavior works right now but what im hearing here makes it seem wrong no?

  • look what exactly are you trying to do here thats so difficult that you need a behaviour?

    you can just do .width+1 or some arbitrary variable like .width+.width/10 or something.

    i dont understand the need for it besides cosine interpolating things for a smooth ease in and out, which is a pretty rare case anyways, but youre making this way too complicated.

  • 3d for things like the space ship you just mentioned is pretty easy.

    what people dont seem to understand is that 3d isnt just like 2d. most people around here are too scared of a little math, and thats 2d math. 3d math is whole other level and everything that seemed simple before just became a giant headache.

    even if you understand how to do 3d, your barely able to do it and it is a massive challenge.

    construct DOES have the capability even right now to do alot with 3d, but you gotta figure it out for yourself and understand it in order to get anywhere.

    ive uploaded an open source file with all the rotation crap already, making something like that space ship mentioned is more than possible.

  • play with the magnify shader on a layer with different gradient sprites moving around all over it to make it animated. i wouldnt use warp.

  • check out the lerp and cosp system expressions for scaling over time

    , and for "scale" scaling do some cross multiplication, and you can figure out the scale height or width based upon a chosen/known width or height. or you can multiply them both by a known scale factor.

  • saving is complicated and there are a ton of ways to do it, arrays, ini, files check them out.

    for the grenade thing, remember you dont have to be counting down, you can simply add to a variable every 5 ticks and when its >/= "greater or equal" to whatever amount you want do all your stuff.

  • sine isnt same speed going up as it is going down thats a triangle wave. sine is the length of the vertical side of a right triangle with hypotenuse of length 1 at an angle X.

    heres an example, tracing an ellipse through 3d space with a combination of my technique for sine movement through Z elevation (or any parameter) and a real sine behavior for the y movement.

    http://dl.dropbox.com/u/1010927/zsinemov.cap

    i made a mistake in my post its 360/milliseconds.

  • just global('score')

    the text. is causing ur problem

  • newt that would make a saw wave?

    set sprite z elevation to:

    sin((timer+{offset})*{period scaler})*{range}

    this has pretty much everything you need to do what the sine movement does in its entirety. randomizations require a second step, but first let me explain the different {fancy bracket stuff}

    those are all adjustable parameters.

    offset, will be a number from 0-359 anything higher or lower will just make it harder to read because of loop-back in the phase.

    <img src="http://hobohome.com/news/wp-content/uploads/2009/10/sinewave.gif">

    this parameter will act like the offset in the sine behavior, except its not in percentage.

    if you wanna know how much of a percentage of offset it is, simply check what your desired offset over 360 is. like an offset of 90, would be 90/360=1/4= 25% i assume your smart enough to figure out what a desired percentage would be (cross multiply some stuff i dont feel like explaining it its simple math)

    the {period scaler} adjusts the length of the period. i think timer is always gonna be running at millisecond speed. so it normally takes 360 milliseconds to complete a full period (again all has to do with sine phase) if you have a period scaler of .5 itll take 720 milliseconds, because itll be half as slow, and of course a scaler of 2 will take 180 milliseconds. if you wanna have an exact amount of time

    i think you would have to do this to get it

    desired length in millisecs/360

    and use that as the period scaler parameter

    range parameter is simply, well... range.

    if you wanna randomize things, use private variables for each of the parameters, and at startup

    add a random(x) to the desired starting value.

    thats pretty much all you need to know to mimic sine behavior, its really not all that complicated if you know what you're doing.

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  • i was only 14 a year ago when i joined.

    age on the internet is completely random, this guy could be 50+ for all we know, it wouldn't make a diff.

    anyways i dont see much point in making this and dont think u should, but if you really wanted to on your own, wtv go for it.

  • He also loses the sliding fiction down the wall and the cool double jump effect.

    My concern is will every new version break your game? I hope not.

    broken things are usually easy to fix or fix themselves in later versions, also remember construct is still beta, so its expected things are gonna change from one version to another. if your using construct simply for making a game, stick with the versions that wont break it throughout its development. but fixing these minor problems just means rewriting simple things here and there.

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QuaziGNRLnose

Member since 2 Aug, 2008

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