NugMan's Recent Forum Activity

  • example. maybe needs clean up, maybe not)

    http://www.box.net/shared/0sqq96gjra

    also if you need absolute value of speed (i mean moving right speed 300, moving left speed also 300 (not -300 as in example)), just put all in abs()

  • AFAIK you can set animation speed for current animation, but for each frame (relative speed from one frame to another) could only be set via animation tab in editor. But you can use something like "if sprite1 in water(for ex.) set animation frame to sprite2.animframe" and sprite2's (could be invisible dummy with only animation speed defined) frame speed will be transferred to your sprite. Or just use multiple animations.

  • R0J0hound, thanks alot.

    Sometimes it's like you screw up all your work, till somebody more experienced helps you to clean all that mess for you).

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  • I'm writing my own quadtree dungeon generator, experiencing problems please help. Second "Parent" sprite refuses to continue loop spawning 4 childs. Heeeelp)

    some notes:

    on any key press system spawns "Parent" sets his position and size.

    next - loop. It must continually loop through the "parents" that spawns "Childs", and through "Childs" to spawn parents on each child to continue loop.

    It must look like parent creates 4 childs in its bounds, then every next child creates 1 parent in its bounds. This new 4 parents creates 4 childs in their bounds (each of them, totally 16 childs) and so on. Sorry for possibly bad English, see signature)

    Here's the cap

    http://www.box.net/shared/rpbxd6r7od

  • Good feature, sign me in petition. Right now have this situation (need 45 degree angle LOS obstacle for wall)

  • Here's preview of my early graphical roguelike prototype.

    Uploaded with ImageShack.us

  • I've downloaded your plugin, great in some sircumstances. Posting just for you to know that it's great. Thanks man!

  • Thank you guys for attention)

    Steven i was using this model at the very first time.

    Yarfapet i am already using such model right now.

    But this is all about LOS using, i'm looking for solution without it atm.

    I had a little play, you sparked an idea

    Well Steven, here's another idea, which gpu consumption goes in geometrical progression (that's why i've dropped it), but in some cases may come handy. Great for precise calculating of visible-invisible area. Here's a cap http://www.box.net/shared/bkjyg0894s

    also you need this effect to work (it flips aplha pixels with opaque ones)

  • Can't get line of sight to be not too heavy on resources of pc

  • Is there a way? Overlapping with light doesn't include shadows.

  • Inverted shadowcaster can be very useful, is it implemented?

  • I mean FOW like in the strategies. For ex. - i saw enemy's building, but when i don't see this place, i still can see the building, even if it already destructed. And when i see this place again i see that there's nothing left.

    I'm working on this model of fov right now combining LOS and Canvas, still some problems. Maybe anyone already implemented this, and can donate a prototype?

    Added:

    Here's my FOW implementation prototype http://www.box.net/shared/9tzdjybr3c

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NugMan

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