Vidar's Recent Forum Activity

  • ive been trying to make 3d polygon rotation for a while now, but i just gave up since i couldnt find the real math for perspective calcuations :L

    nice job on this, id love to see .3ds importing like i heard linkman had done a while ago.

    i might mod this to add mesh distorted faces! if its alright with you

    Sure, go ahead, if you can make sense of it.

  • Yeah, it's a mess. I cobbles it together just to see if I could, and not to see if I could do it neatly. I really need to restructure it if I'm to tell other people how I did it.

  • What is the trouble here?

  • A very long time ago. I dug up some of the math from the internet, and implemented it.

    Construct requires a different way of thinking from normal programming languages, and it takes some getting used to.

    The lack of a line function posed a bit of a challenge, but otherwise it worked very nicely.

  • Just a little finger-excercise.

    http://www.willhostforfood.com/access.php?fileid=66062

    It's completely undocumented, for now. Does anyone want to see a tutorial for this?

    If so, I really need to clean this up. Each point gets calculated 3 times, the line function is way too complicated since all the math for drawing the box is in there, and I need to clean up all the variables.

  • I remember those calculations from the time I spent much of my free time tinkering with Turbo Pascal (it was a long time ago, don't judge meeee!).

    I messed about a bit with your code, and got this:

    http://www.willhostforfood.com/access.php?fileid=66043

    I made the star graphic alpha channel a bit smoother, added calculations to make the star bigger as it gets closer to the viewer, and added a size variable to the star, so that the stars can now be of various sizes.

    Starfields are nice to tinker with.

  • I noticed something odd when playing around with this: the "left mouse button released" event isn't registered when the mouse cursor is outside the game window, but the "left mouse button is down" event is.

    By trying to drag blocks outside the game window you can have multiple blocks with the "lock" variable set to 1. When you then click hold the left mouse button in the game window, all the blocks with the lock variable set to 1 will rush over to the mouse cursor. I'm sure this behaviour wasn't planned.

  • The car behaviour works fine for NPC's. The enemy paddle now moves reasonable smooth, and bumps into the solid walls as expected.

  • this series of tutorials has helped me quite a lot. When's the next part due?

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  • Ah, looks like I wasn't looking through Construct's functions hard enough. Sorry about that.

    The channel-toggle functionality is IMHO a nice-to-have, so don't give this any kind of priority.

    Thanks anyway.

  • I'd like to see support for MOD-style music (MOD, S3M, XM, etc) supported.

    For those not familiar with these, check this wikipedia page: http://en.wikipedia.org/wiki/Module_file

    It explains it much better than I can.

    You could even make it so that each channel can be activated or deactivated by the Contruct-user/programmer, so that you can do things like in super Mario World, where the drums would only play if Mario was riding Yoshi.

  • Too bad the 8-direction behaviour doesn't play nice.

    I solved the problem by using the car behaviour.

    You can see my solution here:

    http://willhostforfood.com/access.php?fileid=64209

    Thank you all for your input, now if only the Construct programmers would make the 8-direction work properly with npc's.

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Vidar

Member since 21 Feb, 2009

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