damainman's Recent Forum Activity

  • Thanks AkiraWong!

    I'll give this a try and see what happens!

    Not too sure about LERP :D

  • So adding 1px to a sprite size or 0.01 to the scale causes a sprite to grow too quickly at first and then as it gets bigger it grows slower and slower.

    So what I need help with is a math equation. What would be the proper way to grow a scale a sprite evenly over time?

    I think this can only be achieved using scale as sprites are all different heights and widths so doing this with sprite.height and sprite.width would cause strange results.

    Would "dt" be the answer here?

    Thanks in advance!

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  • The crashing in classic can be enough to send me packing for the day. If I work on my game for 6 hours I've probably had around 20 crashes. I'm set to auto save every 5 or 15 minutes... I can't remember.

    Then there's an issue where it can't overwrite itself and things start going to hell quickly... menu items stop working...

    CC has issues with animating sprites while doing pseudo 3d, it kills the speed hard. Since I've had no animated sprite speed issues 2d wise in C2 like I have in CC I think C2 may pull ahead here. The webgl filters seem to be the killer in C2.

    My pseudo 3d code is running at full speed on my ipad2 (minus the mode7 plugin ground and sky). My i7 laptop with a gf 550t chugs when the CC version gets too much on screen and slows to half if I animate the coins.

    So I've very curious to see what's going to happen once I'm finished...

    I think C2 may come out on top here.

  • Thanks for that, I somehow missed this in all the forum searching I've done.

    This is what that line ended up looking like:

    Move Self.Zsize*11 pixels at angle angle(self.X,self.Y,Sprite16.ImagePointX(self.gridline),Sprite16.ImagePointY(self.gridline))

    Need to tighten up the math now and it's almost finished.

    Again thanks!

  • I'm using both but I constantly hit walls due to missing features in C2. I find C2 is getting faster but some of the simple feature of CC are greatly needed.

    Little things like Array Paste and the ability to stop a sprite from rotating when changing an angle. I'm learning to live without the full z plane but it's causing so much extra work...sigh.

    What it took me 2 hours to do in CC has taken me the better part of 5 nights after work now. And it's still not even close to what I had in CC because I'm trying to make up for missing functions (totally fake z plane).

    I like them both, but each have their flaws. But for now, despite constant crashes - I prefer CC over C2 for functionality alone. And because my game isn't going to work for crap on an iphone or ipad or whatever because I have to use webgl for the effects I used in my CC version.

  • I would absolutely love the ability to turn off sprite rotation when moving a sprite on an angle or setting a sprite to move towards an angle using the move to angle at X pixel condition.

    Using invisible sprites that control the movement is a burden to the program I'm building, due to the maths used there are no behaviors that will work properly. Only Set Angle and move to at X pixels.

    A simple sprite property with a on off toggle would be awesome.

    Please and thanks!!!

    fake 3d engine test.

  • Never mind - ditched this for "move at angle" instead. Now the sprites do what I want but I forgot c2 rotates the sprites with the angle...ARGH!!! Invisible place holder sprites are going to cut into the speed :( Fingers crossed.

  • Thanks shinkan, that was part of the problem. But that is getting the position between of the first and second sprites origin point which is dead centre of the screen.

    The two gridline sprites get further apart as they reach the bottom of the screen. The 3rd sprite travels towards the bottom of the screen.

    I need to know what the position is between the first two sprites according to the third sprites Y location.

    That position would then become the third sprites X position. Causing it to travel on an angle according to the two grid sprites.

  • So I've been messing with that fake 3d engine and I've hit a math snag.

    I need to find the position between 2 sprites at a third sprites y position.

    say you have a gird:

    | | | | | | | | | |

    And I Want a sprite to follow an imaginary line between two of these lines:

    | | |o| | | | | | |

    How do I calculate the pos between the 2 line sprites at the object sprites y pos?

    I've tried the "distance(spriteline1.x,spriteobj3.y,spriteline2.x,spriteobj3.y)" but I'm not even sure if thats what I need here or if that is even correct.

    Thanks for the help in advance, I've been stuck on this one for two days...

    Chris

  • I've got it half working but calculating the distance between the two grid line sprites at the scaling sprites Y pos I'm doing wrong. Also the math for y=self.y+zsize isn't working every other sprite is jumping around like crazy... a long ways to go yet...

    How do I get this distance properly? In my head I see:

    Get spritegrid1xpos spritetree1ypos, get spritegrid2xpos spritetree1Ypos, subtract answer 2 from answer 1, divide new answer by 2, add this to spritegrid1xpos spritetree1ypos for spritetree1xpos...

    Makes sense to me... I also needed a nap a few hours ago.

  • I don't that would quite work but it's very close.

    I don't have time to try this until after work but I think bumping the Ypos down at the speed of the zoom and getting the distance between certain grid lines at the scaling sprites Ypos might do it...

    If you just add 1 to the zoom or y pos it wont match the speed of the mode7 sprite. The y would be steady and the zoom slows down. The mode7 sprite scales on an angle and appears to go faster as it gets to the bottom of the screen despite the scale speed being steady.

    I have poor math set up to mimic the speed of the mode7 sprite but it's not 100% correct.

    Thanks for that math idea though, I think with my tweak it might work!

  • Well - I've done the end bit and the start bit but not the middle bit LOL!

    I've created a demo with the objects set to invisible. I've now created a grid with a start point on the horizon with 11 image points - one for each row. And then at the bottom of the screen there is a similar object but much bigger also with 11 image points.

    I've created lines to show the angles from sprite1's image point to sprite 2's image point. I've manage to get everything lined up with the mode7 plugin sprites. You can rotate and move up down left and right.

    The object speed is 98% correct. But here is the problem:

    How the heck to I move a sprite by it's main image point along a line like that without using the bullet behavior? Bullet causes a crazy effect and half the time it doesn't detect what it's supposed to be doing...

    So yeah, there are two image points. I want to move a sprite from one image point to another without using Bullet Behavior. The other option is following the grid sprites but I don't think that's possible. I did it just to show that everything aligns according to the POV.

    Here is a link to the 3d grid demo, arrow keys move pov:

    http://designchris.com/3dtest2/

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damainman

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