BluepointVance's Recent Forum Activity

  • Okay,

    So I got a version of a "space cloud" working. The CAP is here:

    BlobTest4

    There are really two problems with it:

    1) The way it's set up, I can't really make the cloud all that big. The underlying sprite that controls the movement by having a Physics behavior attached stops working as expected if I try to make it larger. (currently 20x20) -- and if I try to increase the number of sprites beyond 125, it just crashes. Which brings me to point 2:

    2) I know already this is total overkill for what I'm looking for. This is 100 Physics objects on the screen all for this little wispy effect that in no way effects game play.

    It looks cool, though!

    Again, any suggestions for alternative methods greatly appreciated. Thanks!

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  • Actually, the erase effect (which I had never used before) does do a little of what I was hoping for.

    It looks a bit like it's kind of "smearing" the underlying "space cloud" sprite... It's seems to want to smear the player sprite at well. I can try to offset it by a few pixels, see if that helps... But at least it give me something new to play around with. Thanks!

    Any other thoughts greatly appreciated!

  • So, I have this overhead space shooter game I've been working on, on and off, for just over 2 millenia. In it, I have these "space clouds" that orbit the "black hole" at the center of the playfield. See pic:

    <img src="http://i232.photobucket.com/albums/ee215/JDoejoe/SpaceWarp_zps75325fe5.jpg" border="0">

    EDIT: The cloud is pretty hard to see in this pic, but it's there. Trust me!

    I was HOPING to add an effect where anytime a player flew through one of these clouds, they'd leave a kind of furrow -- like a car driving through snow.

    I thought this might disappear after a moment or two, as the gas of the cloud filled in the gap.

    I've tried dropping sprites whenever a ship was overlapping the cloud, and having those sprites inherit the cloud motion... Then adding a FADE behavior so they slowly wink out of existence leaving only the cloud sprite... It doesn't look to great, perhaps it's the sprite I'm choosing?

    I also tried playing around with a quazi blob type setup where the "blob" sprites all had a physics component and were tied to an invisible object that made it seem like they were drifing along. Then when the player's ship moves through -- they'd move aside, etc... This looks okay. But not at all like the "furrows in the snow" look I was hoping for. Here is a CAP for that:

    https://www.dropbox.com/s/0orlinpcnmam28r/BlobTest3.cap

    That one is using the BlobTest effect from Tulamide that I found on the boards here somewhere, but will now rehost here:

    Fluid.rar

    Anyway, that's as far as I've gotten. I was hoping someone might have a suggestion as to another way of achieving this kind of effect.

    Any help greatly appreciated--

    BluepointVance

  • I actually got this working.

    The problem was, I think, that the wrap needed a few pixels of padding from the edge of the frame. Not sure why, but this (done for all 4 sides) worked:

    + System: For each Bullet1

    + System: Bullet1.X Lower than 3

    -> Bullet1: Set 'VelY' to Bullet1[Physics].VelocityY

    -> Bullet1: Set 'VelX' to Bullet1[Physics].VelocityX

    -> Bullet1: Set immovable: Yes

    -> Bullet1: Set X to 1917

    -> Bullet1: Set immovable: No

    -> Bullet1: Set velocity to (Bullet1.Value('VelX'), Bullet1.Value('VelY'))

    Thought I'd put it up here in case it's useful for anyone. The big take-away for me was that the Physics Behavior works differently depending on weather or not you have Vsync turned on. (I guess that's to be expected.)

    Thanks!

  • So--

    I have bullets with Physics Behavior in my game. (Needed for how the bullets interact with the Physics ships they hit.)

    Right now, if the player shoots a bullet and it leaves the screen it will WRAP around to the other side using the included CC "Wrap" behavior.

    This all works perfectly, until I turn on Vsync at 60 FPS.

    Then suddenly, the bullet will no longer wrap at the edges of the screen, it'll just hit the edge and keep bouncing.

    I ran into a similar problem before with the player's ship (also a Physics object.) In that instance, I was told to turn off the Wrap Behavior in Construct Classic and just "roll my own."

    Like so:

    + System: Ship2.Y Lower than -10

    -> Ship2: Set 'Ship2VelX' to Ship2[Physics].VelocityX

    -> Ship2: Set 'Ship2VelY' to Ship2[Physics].VelocityY

    -> Ship2: Set immovable: Yes

    -> Ship2: Set Y to 1205

    -> Ship2: Set immovable: No

    -> Ship2: Set velocity to (Ship2.Value('Ship2VelX'), Ship2.Value('Ship2VelY'))

    Works great, but there is only ONE ship per player. With the bullets, a player can shoot up to FIVE at any given time, all created from the same sprite...

    I tried a version of the above with a "For each Object" event. The first bullet wrapped perfectly, the others following behind it suddenly slowed to a crawl (something, I think, to do with the fact that they all share the same private variables?)

    So, I'm looking for a way to:

    A)figure out how to ID each individual instance of the bullet and

    B)store it's current Velocity in a unique private variable.

    Or, barring that, IS there another way to wrap a physics object in CC?

    Should I just forget about vsync and leave the frame rate set to "Unlimited"? (This is not a commercial game, so it might not matter in the long run.)

    Am I going about this all wrong?

    Any advice greatly appreciated...

    Thanks!

  • Got it. Looks like I'm going to be spending more time in Photoshop!

    Thanks again.

  • For the game I'm doing I wanted to try and fake a little of the "bloom" quality old vector arcade games like Asteroids, Major Havoc, etc... Like so:

    <img src="http://i232.photobucket.com/albums/ee215/JDoejoe/SpaceDuel2_zps3a44bbac.jpg" border="0" />

    So, I have a ship sprite:

    <img src="http://i232.photobucket.com/albums/ee215/JDoejoe/Ship1_zpsd84ae6be.gif" border="0" />

    And I'm wondering if I should try to "pre-bake" some bloom in with photoshop? Or perhaps add some effects to the sprite in Construct?

    I've tried to add in a few different Construct effects already (motion blur, glow) and haven't really gotten anything that great... I don't really know enough about what effects are available (and most importantly, how they work in combination) to get what I'm looking for. But I keep thinking doing it in Construct would probably give it a little more life, for lack of a better term.

    So, has anyone tried this kind of thing?

    Thanks!

  • I found a program that can do basically what I need.

    It's called Actual Window Manager and it seems to work well. Allows you to remove the window boarder for any program. Then maximize it across multiple monitors. (Gamers call this "Borderless Windowed")

    I'd love to know if Construct has any settings about window control that I'm missing -- but for now I've got a work-around.

    Here is a link:

    actualtools.com/windowmanager

    In case anyone else is interested.

    Thanks again.

  • Is it possible for construct to make a multiple monitor game..?

    It's sort of complicated to explain, but the project I'm working on requires two monitors to work. I was wondering if anyone had tried doing this kind of thing with construct. For example, one monitor has the main game and the second monitor has a map or whatever...

    I've tried extending the size of the play-field to the resolution of my two monitors, but every time the game opens, the left 3rd of the graphics are OFF SCREEN to the left... If I add a Caption/title bar, I am able to move the window more or less into the correct position... But windows 7 seems unable to remember that position, and the next time I run that game it's again re-positioned with the left 3rd of the screen off to the side. Like this:

    <img src="http://i232.photobucket.com/albums/ee215/JDoejoe/Multimonitor_zpse96b3047.jpg" border="0" />

    I'd also like to lose the title bar altogether, and just run it more or less full screen. If I try to set the layout to the resolution for both my destops and check on the FULLSCREEN setting in construct, I just get the RUNTIME ERROR "display resolution required by this application is not supported."

    I've even tried using my graphics card's built in HyrdaVision settings to no avail. Any suggestions for how to do this? This might not be a construct specific problem, but perhaps there's a clever solution to be had inside construct?

    The hope is to have the game position correctly across the two monitors on start-up automatically... And also get rid of the title-bar.

    Thanks!

  • Glad to hear! And here's an image of what I mean to instantly move a physics object as of R1.2 and up:

    <img src="https://dl.dropbox.com/u/4714446/ExamplePortalMove.png" border="0" />

    That did it... Project now working in R2! Thanks a million again!!

  • Okay... So this is interesting.

    For each of the ships in my project, I have added phycics behavoir. So if I select one of my ships in the layout editor, under the properties tab there is a PHYSICS section under the BEHAVIORS menu.

    If I load in my working Construct 99.96 project into Construct R2, all the values in this PHYSICS menu are the same. The MASS value I have for my ship is set to 1.4.

    But, as I stated before, the ship moves too fast under Construct R2.

    But, it turns out, if I go in an RETYPE the mass value at 1.4 -- I don't even have to change the number, just type it in again -- the ship suddenly flies at the correct speed.

    So, clearly something about the 99.96 file format is being read incorrectly by R2.

    Now, I still have another problem. I have a simple Edge Wrap event in my project. The idea is if a ship flies off one edge of the screen, it appears on the opposite side (exactly like the game Asteroids.)

    There was the WRAP BEHAVIOR back when I was using 99.96 but it didn't work for me because of (I think) the shape of my ships... if you approached an edge slowly, the ship got CAUGHT there -- jerking a little back and fourth but never able to wrap to the other side.

    Well, that problem is back with R2... Here is my wrap Event sheet:

    <img src="http://i232.photobucket.com/albums/ee215/JDoejoe/Wrap_zpsb70ec6f4.jpg" border="0" />

    Works great in Construct 99.96 but not in R2...

    Does this fall under the "Teleport won't work with physics since r1.2" you were talking about jayjay? I'm assuming the WARP BEHAVIOR will also not work with a physics object? Does anyone have code for a PHYSICS WRAP/TELEPORT laying around that I can look at?

    Thanks!

  • Yes, for "teleporting" objects you'll need to do that in events sorry for the confusion!

    Right! Got it! So far, no teleport in the game. But I was thinking of adding it so that helps.

    Thanks again, you the man!

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BluepointVance

Member since 10 Dec, 2010

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