madster's Recent Forum Activity

  • Objects move along a smoothed path, but their speed varies

    Bezier curves are used for graphics, but they're not so good for motion as their first derivative is not constant.

    You'd want a spline with a constant first derivative respect to the parameter (time). There are a jillion different kinds of splines out there. I was looking for a constant first derivative spline to suggest, then I remembered that ease-in and ease-out would be nice, and such a spline would prevent that.

    So my suggestion is to reparametrize the curve, and in the process you might be able to add ease in/out. This document explains how.

    http://www.geometrictools.com/Documentation/MovingAlongCurveSpecifiedSpeed.pdf

    It's probably difficult.

  • Actually, I've wanted to use Sine behavior with a jillion different things.

    I just wish I could get the value out of it with an expression.

    Then you'd just set Z to it. Or an effect parameter or whatever you wish.

  • Please try to reproduce the bug with the rotate behavior in an isolated .cap and file it.

    Sounds obscure and hard-to-catch.

  • Construct will never scroll past the layout unless you have Unbounded Scrolling activated in the Layout Properties.

    Maybe you had a window the same size of the layout when you first attempted to scroll?

  • sweet, Linkman!

    let us define a box within which there is no scrolling and the box that marks the maximum scroll speed, since some games might be off-center (think diablo with the inventory screen open).

  • I think I know where this is going, and I've been there.

    You want each enemy to have a health bar, but you've placed them in the IDE so containers aren't really useful since you can't associate any healthbar instance to any enemies, also placing healthbars in the IDE is kind of overkill.

    When I had that issue, I used the enemies as "markers". I had one healthbar instance, with "Destroy on startup" attribute. I had placed enemies at their locations, then, On Layout Start, I would for each enemy sprite destroy it and then create a new one at the same location. Since I had healthbars in a container with the enemy sprites, they would both spawn and become associated.

    Tangly paragraph that last one. Let me know if its unreadable.

  • Sweeeet

    damnit I wanted to do this one but I could never get the SDK to compile with VS9 Express =(

    Downloading

    Edit: Nice... but could it be a behavior instead? I think it'd be much more useful that way (for AI, for example, each instance having its own state). I have no idea how hard it would be to turn it into a behavior though

  • I played this again today.

    You have a hit here, sir. Will you fix the ceiling jump bug? it keeps biting out my doublejumps

  • I'd appreciate you NOT posting my personal info on an open forum =/

    Thanks.

    Mods, can you fix that please?

    (prepares for spam influx)

  • raw IR pointing data is always rough.... maybe include some adjustable smoothing code?

  • set rotation to (sprite.angle + (angledifference(sprite.angle,desiredangle)*factor*timedelta))

    will rotate the sprite towards the angle you put in desiredangle at a rate of factor per second.

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  • I did an asteroids-type movement and Custom Movement is perfect for it

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madster

Member since 17 Feb, 2009

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