TiAm's Recent Forum Activity

  • Sorry, but that's not quite what I'm after. Trying to come up with a good way to alias any mouse button to any control.

    With the keyboard, I can store keycodes in global variables (or an array) and then have "On keycode (keycode_foo) pressed" events. When these are true, I set a global var to 1. So

    On keycode Keycode_Attack pressed:

    Set ControlDown_Attack to true

    However, there is no equivalent "On mouse button (mousecode_foo) pressed" action. Instead I have to do:

    On left/middle/right click

    Set ???

    With the keycode solution, I know what the user is trying to do by the name of the keycode var, and I know they are pressing the right key by evaluating it's value. But...how do I handle that for the mouse? All I can tell is when the the different mouse buttons are down...I have to figure out what said buttons are supposed to do with other logic.

    I can think of a couple ways to do it, with functions or groups, but my approaches seem overly complicated. I can't help but think "Ockham's razor...you are missing something."

  • I'm working on adding custom controls to my game...beacuse I hate when developers lock you into their button layout.

    Anyway, it occurs to me that this must have been discussed before, included in a tutorial, etc...but my searching isn't getting anywhere.

    In particular, I'm having a bit of trouble coming up with an elegant solution to custom map mouse buttons. With the keyboard I can just store keycodes in global variables like "keycode_foo", then "On keycode (keycode_foo) pressed".

    However, there is no "On (keycode_foo) mouse button clicked" action, and all I'm coming up with is awkward, convoluted event trees.

    Cheers, T

  • Tetriser

    Looks good!

    I'd put that at the beginning of my game voluntarily.

  • Its sounding more, and more like a behavior.

    Maybe. Thing is, it wouldn't make sense pairing it with anything other than sprite...so why not just bundle it in with sprite? I like the idea of an enable/disable tiling toggle.

    Just Keep the TBG for overall coherency and backward compatibility.

    Once the tilable option was added and the bugs worked out, TBG could just 'disappear' from the plugin list. However, it would still be in the plugin folder, and loading any old projects would just load it in (though, perhaps C2 could provide a message that TBG's are now obsolete, and highlight TBG object in red or something).

    Any new users going to add TBG's wouldn't be able to, and will head to the forum and find that they can use sprites instead.

  • Scirraware: Deconstructed

    Starring Wrashlio:

  • See here:

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  • +1. Thanks for taking an interest in the C2 community! Personally, I've never had any consistent issues with node. I think I've experienced a freeze or two in the past, but I couldn't say for sure.

    The general concensus about the freezing issue is that it happens after export, but not during preview. Also, that reverting to an earlier version of node seems to get rid of the problem (version 0.8.6 I think).

    Here's a thread about it: ?

    Below are the names of some forum members who have reported freezing (posting their names will also alert them to this thread).

    Katala

    BrumanaGames

    arcgen

    Artsym

    EddyDingDongs

    Lunatrap

    Arima

    yumemiru2014

    shinkan

    slanw

    scaffa

    spongehammer

    megatronx

    transient

    LevelUpJordan

  • I would specifically recommend against getting a dual-GPU system. With the state of current drivers from both AMD and nVidia, it can be difficult to get the system to actually use the powerful GPU, and you get stuck using the weak integrated GPU even though there's more powerful hardware in the system.

    I think he is talking about laptops (ie, nvidia optimus issues), not desktops or SLI systems.

  • //Well, for speed I would go like this (for many instances, globals would become instance vars for obvious reasons):

    global ChargeMeter

    global ChargeMeterMax

    global ChargeMeterPercentage

    global BaseBulletSpeed

    global MaxBulletSpeed

    --------

    Every tick set ChargeMeterPercentage to (ChargeMeter/ChargeMeterMax)

    --------

    Set bullet speed to lerp(BaseBulletSpeed, MaxBulletSpeed, ChargeMeterPercentage )

    --------

    //Accuracy would be a similar approach:

    global Accuracy_MaxDeviation //In degrees

    local AngleToTarget

    Set AngleToTarget to angle(EnemyX/Y,Target_ProjectedX/Y) //Assuming you know how to do this

    Set bullet angle to

    lerp (

    (AngleToTarget + ( (Accuracy_MaxDeviation * -1) * ChargeMeterPercentage ),

    (AngleToTarget + ( (Accuracy_MaxDeviation) * ChargeMeterPercentage ),

    random(0.0,1.0)

    )

    //Note: whoops, misread your post. Thought you were talking about enemies firing at the player. Left the above in case that might be helpful. The bullet speed equation would be unchanged; all you need to do to the angle equation would be to change 'Set AngleToTarget to...' the following:

    Set AngleToTarget to angle(PlayerX/Y,MouseX/Y)

    //If you want, you could do a projected mouseX/Y counting in gravity, etc, or maybe you want player to compensate manually? Anyway...

  • Better late than never. Here is a procedural approach using 4 objects (two masks and two ring halves) that can display any kind of pie animation.

    WARNING: this uses two 'force own texture' layers, so it's probably not a good approach for mobile.

    OTHER WARNING: this is very much unfinished. The basic functionality works, but there are a lot of bells and whistles that don't work yet (I got a little overzealous ). If you have a lot of different pies that will be animating a lot of different ways, this might be useful. Otherwise, shinkan's approach should be alot more straightforward and funtional. Make of it what you will.

  • A metroid-vania style game where all the diverse weapons and loot actually did unique things, instead of just being window-dressing. So, this weird weapon can destroy this seemingly invincible monster, this one can clear that rockslide, etc. Probably wouldn't be terribly balanced, but it would be a helluva lot of fun!

    The other one: a CPS2/Neo-Geo style bullet hell shooter with near-pixel level destruction (like cortex command).

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TiAm

Member since 24 Nov, 2011

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