stainsor's Recent Forum Activity

  • those are all three from the same game?

  • It does what you want except for two problems:

    1) Sometimes it continues in the same direction.

    2) Sometimes it chooses to turn into a block.

    To fix the first problem I suggest that you give the ghost a private variable old_angle.

    Then:

    + On Collision between Ghost and Block

    + while Ghost.old_angle = Ghost.GetAngle()

    - Set Ghost.old_angle to floor(random(4))*90

    I hope you can read my pseudo-code. Please let me know if you can't.

    To fix the second problem I suggest you try something like David showed in this example:

    viewtopic.php?f=16&t=2397

  • Construct converts everything to png, so you'll want to use either png or bmp. I'm not sure why you'd get the quality loss if you're using either one of those.

  • Okay, wow. It's like a light just clicked on. I don't know how I didn't see it before. Thanks.

  • But when I try to view the content of that variable for a randomly picked sign it seems to be blank.

  • Don't worry table, I've wondered where the text was too. Although I confess I haven't performed a thorough search ... at least not lately.

  • I think you can destroy two bricks at once in the real breakout. Of course you have to hit right between them. So anyway I guess I'm saying I would go with a detector that extends on or two pixels beyond the ball in all directions.

    Good point about the offset ... I guess I didn't really think that one through enough.

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  • Yikes, that's more complicated than I thought it would be.

    Here's what I would suggest:

    <img src="http://www.1728.com/quadtrp7.gif">

    Divide the trapezoid into two triangles by drawing AC. Now instead of having all four sides pretend that you have the three sides and angle of your choice. Let's pretend you know b, c, d and angle B. Then you can solve triangle ABC. Drop a line down from B perpendicular to AD and you can solve the right triangle you just made. This gives you the height. Solve the corresponding right triangle on the other side of the trapezoid. At this point solving the rest of the trapezoid is simple.

    Once you've got all those equations written down you should have enough equations to solve for any four unknowns. So you should be able to use those same equations to solve the trapezoid given the four side lengths.

    Just a thought, sorry I'm too lazy to go through all the math. But anyway this method avoids having to use the expression they give for the height. (I don't like using expressions I can't derive.)

  • So many times, so many ways Ashley reminds us that in Construct you can do a lot with what you've already got.

    Hey that was almost a poem. Here, I'll give it to you in Haiku form ... nevermind.

  • sounds fun to me!

  • I predict that Ash is going to comment on how DirectX has no good way of doing vector graphics.

  • So you're saying that when you do a for each loop on a family of objects the loop starts with the object that has the highest (or lowest?) y position? That's handy to know if that's the case, but it's not well-documented and it's certainly not intuitively obvious.

    I think a nice way to handle this would be to have an option to automatically z sort items by y-coordinate. Linkman's suggestion would give more flexibility but I think the iso game z-sorting issue is the main motivator here and this auto sort would work well for that problem. Also, maybe you could auto z-sort just the objects involved in the collision. So on (for example) a busy isometric rts layout you'll save a lot of unnecessary z-sorting.

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stainsor

Member since 25 Dec, 2008

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