JudgementLoaf's Recent Forum Activity

  • Ok, for a note, I suck at math. Physics is more or less my worst nightmare, but it is a LOT of fun once you figure out how it works. So, I am attempting to create highly visual little tutorials/examples to demonstrate some of the basic physics functions, in a way that is approachable. So here it is, the first set of examples: it illustrates the some of basic physics behavior functions, including gravity, making objects immobile and non-rotating, what linear and angular damping are, and what contact friction and elasticity are. I hope this is useful!

    http://www.2shared.com/file/4805281/b87 ... ayman.html

  • Wow. Thats really simple. Probably a good sign I shouldn't be doing this at 3am. Thanks a lot!

  • Thank you very much! I was mostly wondering if there were other problems than what you mentioned in the tutorial, but as the physics property seems to take care of the issue you are mentioning here, I think I will be sticking with that. I use very few frames of animation with that as is.

  • Ok. So far I have been playing around with loops in the hopes of simplifying other projects, and I have hit upon a little oddity. I am trying to allow dynamic switching between sprites, which is working fine. However, I am also trying to get the other ships to point at the currently selected vessel. This is working well for the first ship, but it breaks down as you go. Any ideas on how to fix this?

    http://www.2shared.com/file/4798183/5a1 ... ement.html

  • Ok. I suppose this would be an appropriate time to ask what the real benefits of using a hit box are?

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  • Ok, so after reading a number of tutorials on platformers, I have found that there are tons of recommendations to use a separate hitbox for your hit detection. The game I am currently working on uses the physics behavior to do the math for elastic collisions. Is the use of a seperate hitbox recommended here? Thanks again for all you help everyone!

  • Sweet. Thanks much!

  • Ok, so I have created an object at a image point using the system function. However, when I attempt to change the opacity of said created object at a later time, I have little luck. The flow basically goes as such:

    ObjectA overlaps objectB => create objectC at imagepoint 1 on ObjectA

    Mouse is over objectA=> set opacity of objectA

    Mouse is over objectC=> set opacity of objectC

    I have tried this both as it is written here, and with a for each object loop, with no luck in either setting. Any ideas?

  • Out of curosity, what is the largest size this will support? 256x256??

  • Thanks alot!

  • That just might work fieari..... Ill give it a shot.

  • The image is designed to fill the entire screen (so 1280x1024). How does the offset work? I have tried to use the "move at angle command". Is the offset designed to be used to fix some of the problems with that?

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JudgementLoaf

Member since 7 Oct, 2008

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