Yann's Recent Forum Activity

  • newt

    Thanks somehow the texture got renamed into hpBar.png.rename ... weird... maybe it's a bug but I wouldn't know how to reproduce it.

  • interesting problem

    here's my solution

    randomPath.capx

    The algo in a nutshell:

    maze algorithm -> deduce a path -> remove the maze and create something more random while preserving the path

  • You didn't really search, did you? (:

    heartHUD.capx

    simpleHPBar.capx

    reallySimpleHPBar.capx

    I think it's still a bit too early for multiplayer, and it might be a difficult feature to use.

    To me modularity is the one part that falls behind in C2. I already talked about it, but making an RPG in C2 while having the possibility to make broad changes is still not easy.

    For instance I'd like to use C2 layout to create all the location you have in an RPG, but being able to make broad modfications on all my layouts like Modifying layers disposition/properties/content mostly.

    Things you can't really handle at runtime.

    So yeah, I think modularity will go toward this idea.

    Also modularity because a good game is seldom made alone. Being able to work with more than one developper would be a must.

    And it would probably increase the quality and size of games.

  • Darn they don't have the same signature as the others... It might break the cleanliness of my capx /o/

    I'll try someday, ring me again in a few days if I didn't pop a new capx.

  • thehen

    Indeed I missed this post

    Here's a possible solution:

    polyTrail.capx

    The idea is to insert new segment by adding a vertex at the begining and end of the list

    To fade the trail you just have to remove the pair of vertices in the middle.

  • ebrar

    That's indeed an interesting idea. To avoid crashing the browser you should either generate them in another language (raw javascript, python, C, etc) and create a JSON file with the list of path that can be loaded in an Array (you should save one to see how it looks)

    or distribute the calculation on many ticks. It would still take a while to calculate, but at least chrome wouldn't hang and still find a way to save the result (you have an action to download the JSON file from an array)

  • Omegalpha

    As you can see I'm not the author of this topic, I've never really programmed shaders.

    Quazi is way out of my leagues he does some crazy stuff. If I am a good technician, this guy is a bloody magician :D

  • for this kind of calculation you're better off with GPU acceleration

    http://www.scirra.com/forum/falling-sand-on-gpu-through-pixel-shader_topic63143.html

  • here is one possible way

    pathLister.capx

    listing all possible path, then it's just a matter of choosing amongst them.

    Unfortunately it's a pretty expensive calculation. As you can see for a 6x4 grid you already have more than 5000 thousand possible path.

    Which means a lot more calculations.

    However you can easily get a complexity score for each path using lenth and/or how many turn they have.

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  • here's a simple solution

    basicEventBasedStateMachine.capx

  • Sorry if I offended you with my answer Excal, but I tend to try to understand why the question was asked and come up with something simple just in case.

    Here is my answer to the question "is there a formula to determine the shortest type of rotation (clockwise vs. counterclockwise)?"

    rotationType.capx

    There might be a complex formula for that, but I would do it this way. It's simple to understand and debug. And the function themselves could be used for other stuff in your project.

    (also sine and cosine is known to be a slow operation)

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Yann

Member since 31 Dec, 2010

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