sqiddster's Recent Forum Activity

  • I know you guys are very busy implementing the community's most wanted features (and doing a great job!) but what do you think of a feature to modify certain aspects of a sprite including contrast, brightness, and color manipulation without importing more images.

    I'm not sure how hard that would be to implement, but I think it would be an important feature to have eventually.

  • Gee, my last post seems rather critical. Just to be clear, Rojo's method was the main base for my small improvement and I could never have done it without his excellent example. Thanks man!

  • I also saw no performance drop but in a big game every bit counts, especially if you want pixel-perfect accuracy (as in reaches all the way to the wall but does not go in it). In Rojo's example if you want pixel-perfect accuracy you are performing a collision check for every pixel of the distance until the laser reaches a target.

    Well the two different object types were for my own purposes, if this was in Rojo's example it would also consume more events.

    I understand what you are saying and I do not want to turn this into a contest, but by my maths if the object is more than 220 pixels away the first example is performing as many calculations as mine but still displaying a 20 pixel inaccuracy...

    The first method is certainly simpler and good if you do not need accuracy however I believe (I may be wrong) that a couple more events is less consuming than hundreds of collision checks per tick for greater accuracy.

  • R0J0hound... That is a great solution! after seeing your solution, however, I think I have found a better way to do it that involves less performance drop and more accuracy (it does not at all stick into the walls.) I think all this is is a minor improvement on your way of solving it.

    OK, so we have an instance variable for the laser called increment. It starts at 1000 or any value that you want to be the max range.

    We start our loop.

    If the laser does not collide with any walls, set the width to width + increment.

    If the laser does collide with a wall, set the width to width -     increment.

    divide increment by 2.

    Loop breaks when increment is less than or equal to one.

    That is only 11 calculations per step (or 12 if you want a longer range of, say, 2000).

    I think this may actually be the best solution to the problem. I hope this helps people with their laser issues!

    Here is the improved example: dl.dropbox.com/u/41931267/Improved%20example.capx

  • I, too, vote for collision polygons. I think this is by far the most important feature to be added.

  • I think the problem lies in the logic. The laser chooses its length by stretching, however it do not think it is possible to find this X and Y value of the collision.

    You say you need 'the X and Y values of the object you are crossing' however if this object is stretched out significantly and the laser want to hit the edge, you will have a problem.

  • I am sure this will be helpful for many.

    I want to make a laser, almost exactly like the one in the 'laser' version of Ghost Shooter. However the fundamental difference is that I want the laser to keep going until it hits the nearest object, not the mouse. There are currently 2 specific objects, might be more.

    Any help? also of note one of the objects exists all over the map in different sizes.

    Basically I need to find the distance in a straight line from one object to another at a specific angle.

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  • Oh, great! thanks Ashley!

  • OK here is the example, using the object from the actual game (I can see that it's a bit wonky... I will get to that I guess)

    dl.dropbox.com/u/41931267/Example%20Sticky.capx

  • Oh shoot... sorry mate, of course I should have made a .capx but I forgot.

    Anyway, it's certainly not a logic error - there is only one line on the event sheet, and that is for the rotation. The rest is for the 8 direction behaviour.

    Also, I didn't have the time to set up a dropbox account, as I'm getting ready for school.

  • mediafire.com

  • Here is a quick example... drive it into the walls using the arrow keys and you see some very irritating stickiness. This also looks worse in a game where my vehicle is not square at all.

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sqiddster

Member since 5 Sep, 2011

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