sqiddster's Recent Forum Activity

  • Some things to consider:

    Are people going to be able to google it (i.e. no odd spellings)

    Are people going to be able to remember it (i.e. not a generic name).

  • yeah, that game looks like real 3D with low-res textures. No way to (sanely) do that at the moment.

  • I'm pretty sure there is a mode 7 effect or plugin.

  • subtract effect won't do it. look into sprite masking.

  • Looks really good! However, it's a bit disconcerting that you slow down so quickly when not using the thruster. In space, that shouldn't happen at all!

  • This question has been asked quite a few times. Use the forum search or check the FAQ.

  • Boomlet yeah, that was the 'inefficient' idea I was considering - however if your rectangles are too big, you will allow blank spaces, and if they are too small the checking will be very slow!

    Still should work, anyway. Try it out!

  • This is very interesting! I'm sure lots of people would like to know about this. The 'pay what you want' option is also great.

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  • That's a very interesting problem. I can't come up with anything terribly efficient at the moment...

    Maybe R0J0hound or Yann would be able to help with the Polygon or Canvas plugins.

    If there's no efficient way to do it, I could think of some ways to do it, but the calculations wouldn't be able to run every tick - only on a 'check' trigger or the like.

  • Can't look at it right now, but perhaps a quick fix would be to use mouse.x("layer") and mouse.y("layer"). Try it for all your layers, see if it works.

  • This is probably the one test that best plays to C2's weaknesses.

    If you want to make an android game that uses hundreds of physics objects, then maybe you should consider other options. However for desktop C2 is fast enough for almost anything.

  • I can't really give you a direct solution as I'm not really understanding everything you are doing yet, but here are some general things you should think about:

    1. Why aren't you using platform behavior? Rotating the planets instead of the player may present some problems. I see what you are trying to do but I don't think it's the most efficient way.

    2. You are not using dt in your expressions. check out this tutorial.

    If you change to something more 'conventional' (player with platform behavior, gravity angle, and solid planet) many of these issues will resolve.

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sqiddster

Member since 5 Sep, 2011

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