victrium's Recent Forum Activity

  • It seems to be a bug in anglediff - if the torso and the arrow ever have the same angle (I.E. the arrow, the torso, and the mouse are on the same line) the difference between them becomes 0 and gets stuck there.

    As near as I can tell, your aim with those calculations is to make the player's torso turn to face the mouse more quickly at the beginning of its turn and then ease into place, right?

  • A Reset action would be a nice addition. Writing code to work around the lack of a feature is fine to suggest, but then there are a lot of things you could script yourself (like writing 8direction movement out line by line), but would add a great deal of complexity that could be easily avoided by a relatively simple standardized action.

    And if you need that kind of granular control over your system, then scripting it is still an option.

  • The beauty of open source.

  • As far as mirroring the wall, use two instances of the wall, have the event system pick which wall by Player.X (one will be greater and one will be less) and have them move towards the player object

  • A group should be enabled by default.

  • You could set your combat controls in an event group and then have the spacebar disable that group while down, then reenable it while not down.

  • Those are wonderful, vectomon.

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  • Watch it

    Then watch it again

  • Using 3d by turning Construct into a 3d engine? Lordy.

  • That is marvelous, tokinsom!

  • Making it disappear or fade when you have no active powers would be a nice change.

    It might be better as a translucent vertical bar along one side of the screen, since there's more horizontal real estate.

    Really great though!

  • Works! Window's on screen and it works, although fullscreen still caused a crash on my systems.

    I'd love a glimpse at that animation cycle of yours, it's really wonderful!

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victrium

Member since 24 Jul, 2010

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