TiAm's Recent Forum Activity

  • Nice...I saw a really good javascript fluid sim once, it ran pretty good even on my sluggish old netbook. Somewhere in my thousands of bookmarks...

    Edit: ah, no, it was java. This is it:

    grantkot.com/MPM/Liquid.html

    It was amazingly fast, and looked really good. Can't get it to run anymore though...java is giving me a bunch of crap...grr...

  • Just don't feed the trolls...give them fuzzy logic and they'll feed themselves...

  • Not to necro-post, but I was wondering the same thing, and did a search before posting. Anybody else interested in this? Seems like it would be trivial to add...

  • For my money, the easiest way seems to be setting collisions to disabled by default for any objects you want to spawn collision-less. No events required.

  • BTW, NotionGames, how are things running on the Wii U? Or, have you done any of that yet? The info is scarce from those who've actually been working with the Wii...would be interesting to hear some comments on performance, quirks, etc...

  • Looks really good! That crouch pose is great, full of character...wish I could draw like that... <img src="smileys/smiley20.gif" border="0" align="middle" />

  • Yes, this would be lovely. It's a pain having to alias all the parameters in functions if you want things more readable.

  • bobdole21:

    Sure, drop me a line whenever. If I don't answer for awhile...I'm probably working on my own game. But I'll get back to you. Glad I helped, and good luck. Physics enabled bobs sound great... <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Hey, this is weird...I've just been trying to figure out a solution to this problem myself!

    What you are looking for is Framerate Independance. deviever : check out my thread and the attached capx; I ended up with a similar approach, expect that I set the timescale dynamically in relation to the fps. It works pretty good, though not as good as I'd like.

    scirra.com/forum/framerate-dependant-mode_topic84422.html

    P.S.: Game looks good, love the art! <img src="smileys/smiley20.gif" border="0" align="middle" />

  • Well...okay...this one didn't seem to go over very well. <img src="smileys/smiley24.gif" border="0" align="middle" />

    After more testing, I've come to the conclusion that, while the above approach works, it's less than ideal because of the inherent lag. It's still my best bet, as far as I can tell, but it definately doesn't produce consistent behavior.

    Ashley, not trying to nag, but would a framerate dependant mode be possible? I'd just like to know one way or the other.

    Cheers,T

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  • I didn't see anywhere that you were adjusting the size of boom_boom. You were setting the scale, but scale is non relative: if you keep setting the scale to the 0.5 every tick, that's not going to halve the size of the object; it'll just set it to half the size once.

    Also, you had a trigger combined with 'once every 0.01 seconds'; in this case, you need neither. Replaced it with a simple 'every tick'.

    I added the fade behavior to boom-boom. Deleted 'on created: wait x secs then destroy'. Fade has a built in 'destroy' command that runs when it's done fading. Great for explosions.

    The boom-boom sprite was spawning way too big. Set it to spawn at 40,40 size.

    Also, you were sending your walls/block off at random angles. No. Take a look at the modified events 7 and 9 on the Bubble_gum_bomb sheet. Neat trick: if you remove the 'random(170,190)' part, the walls/blocks will suck INTO the explosion.

    I also did something else I don't remember. Keep an eye out for it.

    I tweaked some of your settings -- timescale, etc -- to make my example clearer. Here's the capx:

    dropbox.com/s/07gfp00e4n3t9n0/BubbleGum_ExplosionFadeMod.capx

    Finally, you need more boo...erm bobs. WAY more bobs. We should be mowing down these insidious little malcontents by the bucketful. physics enabled bobs?

    Cheers,T

    P.S.: I simply cannot resist:

    . . .

    DOLE KNOWS!!! <img src="smileys/smiley11.gif" border="0" align="middle" />

  • no, no capx, not caproj.

    Though, I'm still on r158, not r158.2, so I wouldn't be able to open it. Anyone with r158.2 could though.

    Actually, you could just upload your project folder, that would work for me. That's the folder that contains your .caproj file.

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TiAm

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