Mipey's Recent Forum Activity

  • "Gourd is to be developed using StencylWorks"

    "This demonstration was developed in RPG Maker XP"

    O_o

    *snorts tea through nostrils*

  • periods would be nice.

    At least once a month.

  • Oh, right, momentum. Hmm, now that'd be a little trickier. There is no simple way to do this that I can think of at the moment.

    You'd have to create a 'momentum' variable that you add to whenever the ship thrusts toward desired angle and remove from when you thrust in the opposite direction. That 'momentum' variable would then affect the rotation speed.

  • Possible, yes. Not with Timescale, no. You'd have to come up with your own engine that allows time manipulation. It would have to fulfill these conditions:

    1.) A way to record all actions.

    2.) A way to manipulate all objects in a way these actions can be reversed in all regards.

    3.) A way to scale animations with the 'time'. Slow animations down, freeze, reverse etc.

    All of the above has to be very accurate; a slight disrespectancy can throw the whole game off its hinges.

  • +Always

    Rotate Ship toward MouseX,MouseY by anglediff(Ship.Angle,angle(Ship.X,Ship.Y,MouseX,MouseY))*timedelta degrees

    You can influence the rotation amount, if the above equation doesn't satisfy you.

  • First off, you will need a timer. Add a private variable, name it 'timer'. You will also have to store original coordinates.

    + On Left Click

    + Square('timer')= 0 // this is to make sure the object isn't already moving

    Square('OrigX')=Square.X

    Square('OrigY')=Square.Y

    Square('PointX')=MouseX

    Square('PointY')=MouseY

    Square('timer') = timedelta // this would initiate the move

    + Square('timer') larger than 0 and smaller than 1 // while moving

    Square: set position to X = lerp('OrigX','PointX','timer'), Y = lerp('OrigY','PointY','timer') // linear movement between the two points

    Square('timer') = 'timer' + timedelta // increasing the timer will make it move along the line, up to value of 1; this influences the speed, so you probably want to use a fancy equation to move at set speed. The value should be between zero and one.

    + Square('timer') equal to or greater than 1 // the square is at or exceeding the goal

    Square: set position to 'PointX', 'PointY' // this is to make sure it is at exact position, in case of overshooting

    Square('timer') = 0 // this basically stops and waits until you click somewhere again

    This may appear more complicated than the prior example, however you are at a liberty to define the movement pattern. For example, you could use various interpolation methods. This is the most robust method that makes sure the square reaches the EXACT location.

    As for the set speed, you'll have to increment the timer in a way it matches the desired speed. I think multiplying timedelta with desired speed should do the trick, but don't quote me on that.

  • I see, you just want to pick structures within Blue family... Hmm.

    Well, personally I prefer private variables when it comes to situations like this, because this allows me to switch them around (like capturing a building, which would then from reds go to blues).

    So, if you gave your structures a private variable, say 'Faction', you'd just do it like this:

    + Structure('Faction')="Blue"

    + Structure: Pick closest to MouseX,MouseY

    Drop a stink bomb onto neighbour's doormat

    Basically it first selects the structures that belong to Blue player, only then it selects the one closest to mouse. Hope this helps.

  • + On Mouse click

    + Blue: Pick closest to MouseX,MouseY

    Punt the garden gnome

    I'm not really sure what you describe, but if you want to pick the closest member of Blue family to the mouse coordinates, that is the way to go.

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  • Hahah, they got trolled!

    <img src="http://driph.com/words/wp-content/uploads/2008/05/awesome.gif">

    I'll leave the meaning of that smiley to you

  • As a suggestion, add smoke (additive rendering, gray/black, negative gravity). See if that makes it any neater

  • Just split the game map up into "sectors", whenever the player enters a sector, shift layout coordinates to use that sector as the center.

    Example:

    Player is at 400,400

    Sector A1 is at 0,0, spans 500 pixels in both directions

    Sector B2 is at 1000,1000

    Player crosses coordinates 500,500, toward sector B2, the game engine shifts coordinates; Sector B2 becomes 0,0, while Sector A1 becomes -1000,-1000 and the player is teleported. May notice a slight stutter during teleport. However, typically sector shifts should occur when the player is in transit and there is nothing else on the screen (he's in open space far away from any landmarks), so there wouldn't be any pause.

    Alternatively, set the player at 0,0 permanently - and shift the game around him as needed. That would mean manipulating coordinates in relation to the player. Too much of maths.

  • That is an image, you cheater.

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Mipey

Member since 16 Jan, 2009

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