victrium's Recent Forum Activity

  • Handy... didn't even know that was possible. All the projects I've downloaded had all the external files in the folder structure.

  • It's gotta be in a subfolder of your project and go with it to the recipient.

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  • World Scale makes everything go slower because it's increasing the size of the universe in which the physics are acting. Large objects further away appear to fall slower than small objects near to the viewer.

    Pixels aren't an absolute unit of measurement - picture looking at the world through a screen door. The gaps in the screen are pixels. The further back you go, taking the screen with you, the more area is covered by each 'pixel' and thus the fewer pixels it will fall in a given timespan.

  • Import and export, so I can copy my lovely modularized event sheets between applications!

  • Ah, 'Is Clockwise Of'... that's pretty much what I was lookin' for!

  • This is what object picking is for.

    Here's the relevant wiki entry:

    http://sourceforge.net/apps/mediawiki/c ... ct_picking

  • It'll be a lot more complicated. It would involve ditching the entire rotate-towards-position action because it automatically chooses the shortest distance, and once you pass the 180 mark it will immediately reverse direction. Momentum would mean there would be carryover in the opposite of the desired direction for at least a few pixels.

    You would have to calculate rotational acceleration and apply it manually with always set angle actions, letting positive values represent clockwise rotation and negatives for anticlockwise.

    When the difference between the current and desired angles is between 90 and 180 degrees you would increase the acceleration towards the cursor, and when it's between 90 and 0 you would decrease it until it coasts to a stop at 0.

    Since the only value we're modifying is acceleration, the slow turnaround would handle itself as the value nears and then coasts past zero. The tricky part is getting the system to understand which way to turn, especially when dealing with the 360 = 0 point.

    Now that I look at it, the rotate-towards-position action will accept negative values. It might be possible to mess with this value to approximate the effect...

    EDIT: Now that I look at it all written down, I think this code as written would cause it to simply rotate around the wrong way, because as soon as it passed 180 it would still take the shorter direction.

  • She looks like she's made of plastic. Well actually she probably is.

  • Woo!

  • It's a bit silly to worry about a site just because it has the word 'hack' in it, sure.

    But advice that revolves around "trust me, my name is green" is really terrible from a security standpoint.

    I'm not trying to start anything here, but with the internet being as malware-laden as it is, cautious pessimism is quite appropriate.

    But lifehacker is awesome though

  • Here's a cap demonstrating a much cleaner and easier way to smoothly rotate a sprite towards the cursor.

    http://dl.dropbox.com/u/9498285/smoothangle.cap

  • Here are original caps, updated for .92.

    Just figured I'd pass along these amazing tutorials so they can be viewed as intended!

    http://dl.dropbox.com/u/9498285/Platform%20School.zip

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victrium

Member since 24 Jul, 2010

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