oosyrag's Recent Forum Activity

  • Else is a system condition.

  • Found it. Your cast ray action currently is:

    -> LaserTurret: Cast ray from (Self.ImagePointX("Tip"), Self.ImagePointY("Tip")) to (cos(Self.Angle) × Self.LineOfSight.Range, sin(Self.Angle) × Self.LineOfSight.Range) (use collision cells True)

    It should be:

    -> LaserTurret: Cast ray from (Self.ImagePointX("Tip"), Self.ImagePointY("Tip")) to (Self.ImagePointX("Tip") + (cos(Self.Angle) × Self.LineOfSight.Range), Self.ImagePointY("Tip") + (sin(Self.Angle) × Self.LineOfSight.Range)) (use collision cells True)

    Your ray was basically shooting towards somewhere near the origin, but you had set linieofsight range so high that it wasn't easily noticable when aiming always downward.

  • Ok I was able to recreate it when using high x values on a larger layout. I don't immediately see anything that could be the problem, it could be a bug. Will check in more detail when I get a chance.

  • Oops my mistake, I missed it. I guess when it didn't show right away and I scrubbed forward it skipped over it entirely since the video was so long.

  • It might be a good idea to include a preview of the final result at the beginning of your video, especially if the video is two hours long.

  • AFAIK unused layouts and event sheets are negligible in terms of download size, and since they aren't loaded they wouldn't have any cpu, gpu, or memory overhead for the end user. Unless you've got huge amounts of unused sprite objects/textures that you don't want accessible, then not much you can do besides set up a good file versioning system in your workflow.

    Basically even if had the option to choose not to export a specific layout, the assets of a project are global and would be included in the file size regardless of what layout they are used in.

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  • That sounds like a parallax issue. Is your laser on the right layer?

  • Nono it's just I've had past experiences with scene graphs that got way out of hand and unmanageable, so I just don't like them myself. There are other softwares that do visual novels and branching dialogue much better than construct.

  • It would also be easier if you isolated the issue and had a layout that showed it or something, but oh well. I made a test layout and it works perfectly fine for me? I have no idea how to find where you were having issues with it.

    dropbox.com/s/ftxm621upms88ij/laserproblem.c3p

  • I imagined it, and gagged a little. I'm here almost specifically because Construct DOESN'T use a scene graph based system. It's pretty common in other engines though, and I understand how it can be more intuitive to other people. Maybe just learn and use another engine if your preference is that over the event sheet system.

  • Made a quick experiment with line of sight, might be useful for reference.

    dropbox.com/s/9axc8tp0jkmyi8x/accuratecollisiondetectionexample.c3p

    Still some bugs to work out, such as when the bullet hits a second object while still overlapping one that was hit before. The add obstacle action doesn't seem to care about picked instances.

    Edit: I'm logically stumped for now on how to fix the issue with multiple overlapped objects on collision and 'hitting' the wrong/previous object. Might be a hard limitation if you can't pick instances to interact with for line of sight.

  • With animation frames, you could

    Every x second

    For each dot

    Set animation frame to choose(0,1)

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oosyrag

Member since 20 Feb, 2013

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