sqiddster's Recent Forum Activity

  • You could use a program like audacity to apply audio effects to your audio file before import. As newt said, runtime audio effects are very technical and for 99% of the time, not necessary.

  • Ahh, that's all right then. Keep up the good work!

  • How long off, would you say? For those of us who want to make decent, large games this is quite a necessity.

    I suppose it will work by giving us access to a variable like loaded_percent or something?

  • Wow, really nice. The subtle effects really add to the game.

  • It's actually surprising how unnecessary the 'or' condition is. You can get around it really efficiently using sub-events.

  • Strange, but for me, the first problem was not a problem - I pressed the player up against the block, then held down Z and I could push the block.

    However,you may well have found a bug in your second problem - the game does not recognize the block's collision in your example!

    Hmm.

  • It's not that hard do do with events, I'm sure. Better that the developers spend more time on more universally useful topics.

  • Yeah, for adding new events i always use 'insert new event below/above' or 'add sub-event'. Then it comes up wherever you want.

  • Yeah, I thought of an array for this problem just the other day, but forgot to post it.

    However, R0J0hound, it seems that in your example the blocks do not have gravity...

    Random level generation will be very hard, you will need to get VERY comfortable with arrays.

    Not impossible, but challenging.

  • it depends what you want.

    Make the object have a 'bullet' behavior.

    If you want it to just move towards the mouse, just set the bullet speed to whatever you want and then every tick set the angle towards position of mouse_x, mouse_y.

    if you want it to move at speed relative to its distance from the mouse, do the same as above, but every tick set the bullet speed to distance(object.x,object.y,mouse.x,mouse.y) / modifier + modifier

  • Devs, if you manage to make it easy for users to build native iPhone and Android apps...

    I can't find the words. It would be...

    never mind.

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  • OK, a few things to note about the general block falling.

    Physics objects are optimized so that they consume little or no resources when not moving - I believe physics would be a much better option for what you have in mind.

    If physics still does not work, try making your own simple physics. It won't be that hard... I think you will still need one detector but I believe it will be a lot less performance intensive. Just move downwards by an increasing amount to fall accurately.

    For generation, I think you need to be prepared for a lot of maths. Look up Perlin Noise.

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sqiddster

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