Mipey's Recent Forum Activity

  • Why?

  • > Hmmm... "Pokeybear" seemed the most like a tamagotchi.

    >

    It was. Mine was based on the fustrations of tamagotchis >_> It would poo all the time, and it pissed me off as a kid.

    Good thing your parents were a whole deal more patient when you were a toddler, then.

  • Bullet behavior can do that, just make it move with constant speed and change its angle each tick. So basically it will loop; you just have to find the right amount of rotation.

    Or you can change the object's hotspot to be outside the object itself and make it rotate itself. That is a pretty crude solution, though.

    Finally, you can use a simple positioning event like in the following pseudocode:

    Set position to Center.X + Radius * cos(Period), Center.Y + Radius * sin(Period)
    Add 1 to Period
    If Period = 360, set it to 0
    Rinse, repeat
    [/code:xra9uj10]
    The add 1 to Period - 1 can be smaller or larger, depending on how fast you want it to rotate. It would take 360 frames for it to make the full circle.
    
    So it will always rotate around the Center object, no matter what it is doing.
    
    Alternatively, if you find yourself allergic to maths, you can do the following:
    1. Create a long sprite, as long as the distance you want the object to orbit at. Its hotspot must be on the left side. Move its image point to the right.
    2. Always set that sprite to the center.
    3. Rotate the sprite around. You can use the "Rotate" behavior.
    4. Always set your rotating object's position to the image point of long sprite.
    5. Make the long sprite invisible.
    6. Voila!
  • Make a sprite - arrow - with hotspot to left. As always event use the sprite's rotate toward position expression.

    System: Always (every tick)
    

    Sprite Rotate anglediff(Sprite.Angle, angle(Sprite.X, Sprite.Y, MouseX, MouseY)) * TimeDelta degrees toward (MouseX, MouseY)[/code:22nk6mfk]

    Be creative, you can achieve any effect with custom expressions!

  • Googling for 2xSai, shader and dx9 returned this very thread.

    Anyway, if you omit dx9, you'll find some shader attempts on Pete's board, ngemu and dosbox sites. All require PS3.0, I am afraid, but I haven't checked thoroughly. Here is one, some might be PS2.0:

    http://www.si-gamer.net/gulikoza/dosbox.html

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  • .

  • Use a global variable as a toggle and check whether it is activated or not. You can toggle it with events, key press or whatever whenever you want the stuff to ignore mouse.

    +'IgnoreMouse' = 0

    +Mouse button is pressed

    blah blah

  • 35-40.

  • Replacing the timeline with "Every 250 milliseconds" seemed to have fixed it. Perhaps timeline object doesn't handle layout switching too well!

    You could use the Timer behavior too.

  • If there are no objects, the debugger will pop a warning message and return 0. It is not the most elegant way and potentially annoying if you have a large project that you are debugging regularly.

    I'd suggest something like:

    +Always

    set 'Number' to CountMatching("Sprite")

    It won't return the error. It is SOL sensitive, as well, so you can put it within context.

  • I guess... I just thought that reinventing the wheel wasn't really necessary, that is all. Don't fix what ain't broken, as they say.

  • Trollstruct?

    Anyway, Digg would be another good place to get attention at.

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Mipey

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