dkdoom's Recent Forum Activity

  • screens plz

  • thanks, lucid :)

    maxum, i had a look at your first try, but didn't find the bug ... so i rebuild it, but got the same result :P. i believe there is either a logical error in my thinking, or the For-Each-condition does not sort the AngleDiff(Angle(),Angle())-expression correctly; in any case, it works when using private variables for sorting: download cap

  • i guess you should put the LOS-condition before the Pick Closest-condition, otherwise you might pick nothing.

    for next target: you could tag the currently targetet enemy in some way (e.g. set a private variable 'isTarget'); that way you don't have to constantly run the targetting procedure, but can simply pick him. for next/prev target, you probably want a mechanism to pick the next enemy clockwise/counterclockwise to the target (with the player as center). there are two things that will help you: the AngleDiff( a, b ) expression and the 'Is Angle Clockwise to...' condition. you will probably need to put the enemy object into two different families, too, which is a workaround sometimes needed for picking 2 objects of the same object type. this sounds confusing, so here's an example:

    let's say the currently targetet enemy has a pv called 'isTarget' that is set to one. let's also say that the enemy object is member to the families 'RED' and 'BLUE'.

    [ul]	[li]pick 'Red' where 'isTarget' = 1[/li]
    [/ul]    - pick 'Blue' where  'isTarget' = 0
            - For each 'Blue' (ordered) by
              AngleDiff( Angle( player.X, player.Y, Red.X, Red.Y),
              Angle( player.X, player.Y, Blue.X, Blue.Y)) (ascending)
                - Is Angle Clockwise?
                  ( Angle( player.X, player.Y, Red.X, Red.Y)) to
                  (Angle( player.X, player.Y, Blue.X, Blue.Y))
                - Is Red('isTarget') Equal To 1?
                      -> this is your man!
                      -> Set Value Blue('isTarget') 1
                      -> Set Value Red('isTarget') 0
    [/code:13yd4b4x]as you can see, we need the two families to pick the correct enemy objects without loosing track of the current target.
    
    [h2]i hope this works[/h2]
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  • i admit that i never used tilemaps in any game - but the feature i thought would be neat (or interesting to think about) for an editor is the ability to load different tilesets; i don't know if this is so common that it need not be mentioned :P

    of course, the animation importer of construct already does similar things quite well, so you'll have to take care not to sink too much time into feature duplication ...

  • cool thing to do in construct!

  • nice; it's subtle, and it works really well with the high-res ground texture.

  • 1) the sprite object has a 'Object is On-Screen?' condition; not sure about other object types.

    2) if you mean the gravity checkbox of the physics behavior, then no, there is no expression for that. if you mean the gravity of the platform behavior, then yes, you can get that value with an expression & put it in a textbox. when adding the 'set text' action, double-click the sprite object in question in the bar at the bottom of the dialogue & check out the 'platform' tab to get to the expression.

  • If you don't mind me asking, is that using Euler Angles, Axis Angle, or Quaternions for it's Rotation Matrix?

    s far as i can tell, i'm probably using euler angles, that is: three consecutive transformations around the x, y and z axis. i knew i wouldn't be the only one hacking at this :) i'll publish asap so anyone with quaternions up their sleeve can improve on it.

    > Hmm... would it be possible to create a 3D globe mesh, say, a planetoid shape and rotate it around? Then one power of two texture could be use for the planet. :o

    > d say that's a possibility

    efinitely; but more complex/irregular models are going to be a hassle, since the mesh always needs to be a grid, which has nasty implications for modelling.

  • working on methods to abuse the mesh distort feature ...

    in this case, rotating the mesh freely around 3 axis.

    i'm rather happy to finally have it working & make the 'butt-ugly techdemo screenshot' milestone; i'll publish all the tools once they're finished.

    <img src="http://i705.photobucket.com/albums/ww58/mwroom/screen_zero.jpg">

    <img src="http://i705.photobucket.com/albums/ww58/mwroom/screen_one.jpg">

    <img src="http://i705.photobucket.com/albums/ww58/mwroom/screen_two.jpg">

    the holes in the mesh are intentional transparency :P

  • it might help to throw in a few explicit casts to string, like:

    SET NPC('STATUS'): str( NPC.Value( str( NPC.Value('STRING'))))

    not sure, though.

  • <img src="http://i705.photobucket.com/albums/ww58/mwroom/cando.jpg">

  • in 99.2, the comment-dialogue has an empty drop-down-menu and a button labeled Button2. what does it do?

    ( i pushed it )

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dkdoom

Member since 6 Dec, 2008

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