99Instances2Go's Recent Forum Activity

  • But then again. Say we start with 1 square in the middle. And we want to seamless add squares in a spiralling way. like 1 right, 1 down, 2 left, 2 up, 3 right, 3 down, .......... and so on.

    https://www.dropbox.com/s/sb2cd4plkskqv ... s.c3p?dl=0

  • Around a middle (0,0) that is a circle.

    Cartesian for a circle =

    x= a * cos(angle)

    y= a * sin(angle)

    a = radius

    So, if you wanna place them on a circle around the middle(0,0), just add a certain degrees to angle each time an account is created, and you know x and y. How much you want to add depends on the needed space. Say the space needed is a circle with diameter b.

    Then the first circle describing the first round around the middle must have at least radius a = b*6 (i think)

    Now you add 360/ (round((pi*2*a) / b)) every time an account registers to angle.

    When that circle is full, you add b to a.

    And again you add 360/ (round((pi*2*b) / d)) every time an account registers, until again also that circle is full.

    When that circle is full, you add b to a. ... and so on

    But, that is kinda mimicking a spiral.

    Cartesian for a simple spiral =

    x= (a + (b*angle)) * (cos(angle))

    y= (a + (b*angle)) * (sin(angle))

    a kinda says where you start from the middle, while b controls the distance between successive turnings…

    Now again, just add a value to angle, and you know x and y.

    I just dont know how much degrees in this case. Guess you got to find that yourself or ask a smarter dude then me.

  • So the question changed now to "Why is 'combo' always zero?" ?

    Press W, and when sprite 4 overlaps sprite 3, you subtract combo from combo ?

  • As nickar said, it is not know how you exactly increase/decrease 'combo'.

    Even not with that weird explanation (to me) above. So lets (again) gamble.

    If Combo gets its value with some logic, then the spawning works as expected.

    https://www.dropbox.com/s/4dvsetn1jr9ve ... .capx?dl=0

    You can drag the green one to alter the overlap condition.

    So, what i miss (besides a clear .capx) ?

  • Basically i think that Platform is more accurate. Bullet is way more accurate. Thanking the team very much.

    But .... Sprite.Platform.VectorX * dt is not. (or Sprite.Bullet.Speed, for that matter)

    Adding (Sprite.Platform.VectorX * dt) to itself, (basic stuff) will still accumulate the little errors into big errors.

    Adding (Sprite.Platform.VectorX / fps) to itself, seems more reliable.

    So, overall, it feels like, under the hood it is possible. For the engine, yes. For the user, no.

    I conclude (with my average dumb brain) that the same accuracy must be possible (without breaking current dt) in an expression like :

    (System) PixelsPerSecondToPixelsPerPixel(n) .... And the inverse for feeding values to the behaviours. With the same trick as done for the jump height.

    (hell of a name, i know,sorry for that)

  • If you say so.

    Yet.

    The platform behaviour is more accurate, and is made more accurate to be able to predict its movements with a high precision. So far i am very happy with the change.

    But, now, if i want to predict platform movement, i need the tools that are as accurate, and that has everything to do with a conversion from pixels/sec to pixels/tick. Because the velocity's are in pixels/second units and a typical 'every tick event' is in pixels/tick units.

    You can open/inspect the .c3p that i posted here.

    And tell me if we can predict the velocity's with a higher precision now. I feel it is not the case. But hey, i have been wrong before, and will be tomorrow again. And i can keep using the (slower fluctuating) fps.

    I would just like a reliable ,fast, under the skin, conversion without the random fluctuations, expressions would be something i can use, and (more important) something i can explain easy.

    But if none is up to it. Well, drop it. All fine by me.

  • Excerpt :

    With the new mode, jump heights are calculated with very high precision, even when delta-time has some random variations.

    Dt is not reliable, you (seem) to know this.

  • I have read your blog.

    https://www.scirra.com/blog/203/some-bo ... onstruct-3

    Sounds to me that there is now a better conversion between pixels/tick and pixels/second. Why not make that public available?

    Can i please have a System expression that makes a accurate conversion from pixels/tick to pixels/second.

    And.

    Can i please have a System expression that makes a accurate conversion from pixels/second to pixels/tick.

    Ty.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Need to pick the spawning sprite.

    Use the System condition > Is between values, to compare.

  • That is correct, so this way it animates, by setting a tile each tick for a region.

99Instances2Go's avatar

99Instances2Go

Member since 12 Feb, 2016

Twitter
99Instances2Go has 2 followers

Trophy Case

  • 8-Year Club
  • Email Verified

Progress

9/44
How to earn trophies