R0J0hound's Recent Forum Activity

  • Here's a way to do it with one global variable and two events:

    + Sprite: Pick closest to: MouseX, MouseY
    -> System: Set global variable 'notthis' to Sprite.UID
    
    + Sprite: [negated] Sprite: Unique ID is global('notthis')
    + Sprite: Pick closest to: MouseX, MouseY[/code:2uwyojk0]
  • I can see where path branching would com in handy for this if the cars can change lanes only at certain locations. Here's a way to do the lane changing at any point of the path:

    EX: http://dl.dropbox.com/u/5426011/examples/lanechange.cap

    The track is defined by one path and other lanes are defined by perpendicular offsets from the path, then the car's path is made as it goes.

  • Here's a stripped down example with some comments explaining what is being done:

    http://dl.dropbox.com/u/5426011/examples/sandbasic.cap

  • I stumbled upon this freeware game creator called "Game Develop", that appears to have recently been translated from French to English. I was surprised how complete the program appears, and made by only one developer AFAIK. It has a WYSIWYG editor and uses an events similar to Construct and is able to make games for Windows and Linux.

    It's no replacement for Construct though, and it's ease of use and fast workflow. Yes, I'm biased.

    Link:

    http://www.en.compilgames.net/?file=kop1.php

  • If you only need to input numbers you can accomplish it with just the Mouse&Keyboard and Text objects and two events:

    + System: For "" from 0 to 9
    + MouseKeyboard: On key LoopIndex + 25 pressed
    + System: Trigger once
    -> Text: Set text to int(.Text & LoopIndex)
    
    + MouseKeyboard: On key Backspace pressed
    -> Text: Set text to int(left(.Text, len(.Text)-1))
    [/code:1u3t3ixj]
    
    Here is a more advanced example that works with multiple instances of the text object and shows a blinking cursor on the selected instance:
    [url]http://dl.dropbox.com/u/5426011/examples/NumberInput.cap[/url]
  • What it does:

    Replaces one color with another.

    How to use it:

    The "old" parameters define the color to be replaced, and the "new" parameters define the new color. Values are in the range from 0 to 255.

    Installation:

    Download "Color Replace.fx" and place it inside the effects folder.

    Download:

    Color Replace.fx

    old:http://dl.dropbox.com/u/5426011/Color%20Replace.fx

    EDIT:

    New version that works with transparency, thanks to tulamide

  • The "anglediff(a, b)" expression is a better way to calculate angle differences as is corrects for the 360 to 0 jump.

    Change this

    -> Sprite16: Set 'Angle Speed' to Sprite16.Angle - Sprite162.Angle[/code:3gwp2r86]
    to this
    [code:3gwp2r86]-> Sprite16: Set 'Angle Speed' to anglediff(Sprite16.Angle, Sprite162.Angle)[/code:3gwp2r86]
    and remove event 3
  • If those boss ships aren't animated set their animation speed to zero, that should reduce the number of times the collision mask needs to be recalculated, which will give you a speedup.

  • I used black (or 0) to be empty and every other color is a particle. Collisions are done by before moving a particle, check the destination. If the destination is empty, then move the particle. Else if the destination has another particle in it, then you have a collision and the particle isn't moved and you can define some reaction at that point.

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  • Here's what I've got so far:

    http://dl.dropbox.com/u/5426011/examples/sand2.cap

    I've added a few more features since I've uploaded that but the file is on my other computer.

  • Actually I think Quanzi has made a falling sand game. Here's the link to the topic, but the link to the file seems to be broken. http://www.scirra.com/forum/viewtopic.php?f=16&t=1639&p=11505&hilit=falling+sand#p11505

    I recommend using the image manipulator object to manipulate the pixels themselves instead of a object per pixel. It should allow the frame rate to be somewhat constant as the number of particles increase instead of becoming progressively lower. I got it working but found the frame rate wasn't to great on my low end machine.

    Here's a good resource about making falling sand games:

    http://fallingsandgame.com/viewforum.php?f=13&sid=87b24cee4be9f238e27bff5a6a48c240

    Here's a game made in construct where the physics route was taken:

    http://www.fun-motion.com/forums/showthread.php?t=3135&highlight=lafesim

  • Don't use create by name if you want to modify the object right after it's created. In this situation it's easy enough to just add a few more events. It will only be one extra event per object.

    <img src="http://dl.dropbox.com/u/5426011/pics/events.GIF">

    p.s. mspaint makes some retro looking GIFs.

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R0J0hound

Member since 15 Jun, 2009

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