Segoi's Recent Forum Activity

  • If you want to see how my ships moves you can try my demo.

    dl.dropbox.com/u/48649374/Space%20Combat%20II%20v0.13.zip

  • You dont have to calculate the direction, the acceleration or anything since the Custom movement speed is the final speed in the direction your sprite travels. So slowing that down when it's exceeding max speed will give you a speed limit.

  • I would do something like this using custom movement behaviour:

    If Custom Movement Overall speed > Max speed

    Set Custom movement Overall speed to Sprite.CustomMovement.Speed*0.99

  • Before getting grey hair with the math, have you tried the custom movement behaviour? I used it together with physics and it should work.

    In my spaceship game I used Set Speed to Sprite[CustomMovement].Speed * 0.999

    • so it would always slow down a little. This was in construct classic, but I believe it's the same principle.

    The main idea is that the speed factor in custom movement behaviour have already made the math you're trying to do.

  • aww.. ok tnx for trying :)

  • Hey! I would love to have a dual camera for realtime multiplayer on same computer :) Im making a game and I've tried to make it work, but it seems impossible with my kind of visual structure of the game.

  • Solved! :) Thanks alot PixelRebirth! You guided me to the problem. It was the paste into canvas that was the main problem. I solved it by giving it more time using the timer condition.

    Im a gfx artist and programming is something I forced myself to learn to make games :) But I'll look into this function object. Thanks for the tip.

    And sorry about the plugins, I totally forgot about that. hehe.

    /Segoi

  • Arima: Ok tnx, but I thought 256 worked better since I wanted to update the collision mask each tick, for some reason this was very slow if I didn't split the background.

  • Hi all! Im making a space shooter game and I pre-load the background and split it up into many 256x256 canvases to save video memory. But I get a black screen when I put any layout before the layout that loads the images. I can�t figure out why this happens.

    The .cap file might be a bit messy, but I have the load command under "Arena" layout and under the group "initialize".

    http://dl.dropbox.com/u/18307664/SCII.zip

    Any help would be very appreciated :)

    /Segoi

  • Cool! Thanks for the info. Gonna start asap :)

    The fluids are physics objects, one water and one lava and they interact with the game until they hit the ocean.

  • Hi everyone! I haven't tried this plugin yet since it was said to be for turn-based games and not fast shooters. Im making a fast and heavy shooter game and wonder if it'd work on LAN with this plugin.

    I was hoping for Davo/Arsonide's Raknet plugin to be released sometime in the future. But until then is it meaningful to try this plugin together with smart programming.

    My game will have large backgrounds, advanced physics with fluids, alot of bullets in the air and destructible terrain.

    :)

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  • What Im most worried about, however is the level design. It�s boring with just a straight line. Any ideas?

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Segoi

Member since 20 May, 2011

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