Mort's Recent Forum Activity

  • I like the movement engine. It doesn't quite have the feel of N at this stage, but it does feel awesome.

    I used the following conditions:

    • LOS to make sure there's no wall in the way
    • X check to make sure the player is horizontally close to the thwump
    • Y check to make sure the player is below the thwump.

    It's been a while since I've played N, but I think this behaves the right way. (Obviously it doesn't go back up - but I'll leave that one for you!)

    http://dl.dropbox.com/u/906550/Construct/n-example.cap

    By the way, your LOS behaviour had some strange settings - with sensitivity like that, I don't think it would ever find anything. Also, the thwump itself was set to 'solid', but the LOS was blocked by solid objects, so it was effectively blind.

    I find it's often worth making sure something works by itself (like the LOS check) before trying to get it to do what you want!

  • It's a condition, not an action - so look in the conditions.

  • Weird. I hadn't seen this thread, but I started making random trees the same day it kicked off.

    I was using an approach like the one Quazi was talking about - branches spawn smaller branches until you have a tree (using randomisation at each step).

    Here's the cap:

    http://dl.dropbox.com/u/906550/Construct/noise6.cap

    And EXE, in case you have an older version (I'm on .84, the latest):

    http://dl.dropbox.com/u/906550/Construct/noise6.exe

    Press Q to grow the trees by one step. You should probably stop after about 8-12 steps, because the number of branches increases exponentially.

    I haven't gotten foliage working yet. I had something that looked reasonably good, but it's ridiculously resource-intensive (and so I ended up having to paste it into a Canvas object after, which really reduces the amount of stuff like wind effects you could do). A lot of the fractal trees I've seen in 3d actually used a very similar method to make the foliage after the branches were done, so I might try that.

    (If you like how this approach looks and want to use it, I'll see if I can make up a cleaner .cap so you can see how it works - there's a lot of crappy, leftover, and unrelated eventing in the current one.)

  • I suppose it must have crashed because I'm using a later version of Construct (I'm on 0.99.84).

    Here's the same file as an EXE. If the movement seems okay to you, it would be very easy to reproduce - just use the settings I mentioned earlier for the ball, plus you need physics objects with 'immovable' ticked surrounding the layout to prevent the balls flying off into space. Also, I used literally one event - at start of layout, add force 1500 to get the objects moving.

    http://dl.dropbox.com/u/906550/Construct/physics.exe

  • Here's a simple method I found to make terrain tiling less obvious without using a lot of resources. It's very straightforward, but someone might find it helpful - I tried some more complicated methods before realising this works.

    For the terrain, I used six different frames of noise and assigned them at random.

    For the grass, similar but with drawn frames instead of noise.

    Left click to turn off randomness, right click to turn back on and re-roll.

    http://dl.dropbox.com/u/906550/Construct/noise2.cap

    Later on, I will make stuff like grass re-roll if two identical images are adjacent - when that happens, it looks strange.

  • This is a cool idea, but I can't think of anything that hasn't been done! (I was going to ask for an app that creates and uses keyboard macros, but then I found AutoHotKey.)

    If you're able to, maybe you should expand the proposal to include plugins/behaviours? There's always a ton of stuff floating around in Feature Requests.

  • You could try the Physics behaviour. With linear damping at zero, elasticity at 100%, and collision mask set to Ellipse, it works in a similar way to the ball behaviour, but with better accuracy.

    Like this:

    http://dl.dropbox.com/u/906550/Construct/physics.cap

  • I've reported it on the tracker with a cap. I've heard the developers are pretty busy at the moment, so it'll probably be quite a while to get fixed.

    Meanwhile, could try putting each frame of your AVI into a Sprite object's animation. (It'd have to be a low-res, short video, though - otherwise it'd be heaps of trouble and probably a large filesize too.)

  • I had a look. Starting from scratch, if there's an AVI object on Layout 1, it'll also show on Layout 2, 3, 4, etc. Even if it's not global.

    So - that's a bug, right? Or am I missing something?

  • Yep, it's down.

    (Maybe use dropbox?)

  • Good one! Seems to work well even with lots of units and obstacles.

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  • I've played a game that uses multiple mouse pointers - Rag Doll Kung Fu, a sort of 2d ragdoll physics deathmatch. Each player uses one mouse... I think up to four players.

    We never had that many mice, though.

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Mort

Member since 30 Dec, 2008

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