madster's Recent Forum Activity

  • To have a turret aim to the last place the target was seen you could keep a proxy object that would represent where the object was last seen (or where the turret expects it to be next).

    You could have a line-of-sight object and check for collision with solids. If colliding (or out of range), do not update the proxy object.

    This falls a bit into AI, as you could move the proxy object to where you expect the object to appear. You can also have this proxy object move in front of the real object so the turret shoots bullets that will intercept the target instead of landing behind it.

  • Updated the .cap

    Tank tracks look beautiful now used distortion map, doubled the sprite along the tiling direction and uv-scrolled it, resetting to wrap.

    Now, I wanna have two tracks on this tank attached each to a point and set their distortions independently. Should I have two different objects with each its own image? or is there a way to manage that with instances? Tank body already has two image points.

    Wrecking ball is a wreck, will implement proper elastic physics into it next time.

  • I felt Doom3's length was just perfect. Loved that game, every second of it.

    Now, I don't have that much time and there's games that make me lose track of time and though I enjoy them, I keep missing deadlines and stuff because of them

    Last year I heavily favored long games but with short playing rounds. So I'd say I prefer long games that can be played in short bouts and I can come back weeks or even months later without feeling lost. Last ones I played of this type were Spelunky, Jumpman and La Mulana (only last one required a paper journal :s )

    Of course, If it's cheap it's okay if it's short.

    Footnote: I wants me some crackdown and I don't own a 360

  • I'd call it Zelda 1 style scrolling

  • 'kay, two questions in one.

    http://www.udec.cl/~jfuente_alba/Blast_code.cap

    First: I used the offset effect on a sprite to emulate top down tank tracks, but if the offset is negative it just slides away and if there's rotation involved it just goes NUTS!

    Tried using a tiled background, but apparently that plugin cannot be rotated :O

    Can't figure another way to do this. Any ideas?

    Second: it's supposed to be a wrecking ball attached to the tank.

    I've set it up so if it's out of a given radius (len_chain global) it will set the speed (Wrecking PV speedx and speedy) towards the body of the tank with a speed that depends on how far it is and an elasticity global. I also added a drag coefficient in the globals. The movement is rather wonky, has anyone a better approach? I want to achieve an elastic behaviour, after a certain distance the elastic should tense and apply force.

    Tomorrow I will attempt actual force equation. Too tired now.

  • Made in Flash. Oh joy, jammed keyboard controls and annoying beeping. I do like the art of it, but Flash games make me cry

    lack of (proper) hardware acceleration and fixed frame rate are the two main reasons I'm here instead of doing flash.

    EDIT: sure it's made in flash? it had some smooth-looking 3D gameplay.

  • destroy the family

    :O

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  • Adventure games killed themselves with illogical puzzles and pixel hunting.

    I played most of the Lucasarts classics and they were by far the best of their kind. But then, some people regarded them as too easy. So now you know why they're gone.

    I'm all up for reinventing them. Perhaps with AI and dynamic outcomes?

  • We still don't know why the brain is so good.

    And I love the Big Dog. I want one. With a silencer.

    Then I'll ride it into the sunset, hat spinning in hand. Yeehaw!

  • I check it and also log in the chat when I'm working with construct.

    Kind of a nice way to get in the Construct groove.

  • Smooth waypoints!

    had to put in the formula for cubic, as the built-in cubic doesn't go through the control points.

    Used the formula verbatim from http://local.wasp.uwa.edu.au/~pbourke/m ... rpolation/

    It was suggested that a Hermite (http://www.cubic.org/docs/hermite.htm) would be a better fit.

    As of now, speed is constant in each segment, which means there's a jump to the new speed on a segment jump.

    Usage: set waypoint objects, set their PV index and time to reach from the previous waypoint. They're traversed incrementally 1 by one. Set the follower's sprite to the first point to be reached, there have to be at least 2 previous points from that one for the curve to do it's thing.

    Toggle the make invisible action at the beginning of the sheet if you don't want to see the waypoints.

    With help from Mipey.

  • Yarrrrr pirates!

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madster

Member since 17 Feb, 2009

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