oosyrag's Recent Forum Activity

  • That isn't how orbits work...

    In a stable orbit, no constant forces besides gravity should be acting upon an object.

    The forward momentum should be preserved and the angle of motion set perpendicular to the angle of gravity.

    The magnitude of forward momentum depends on the distance from the center and the amount of gravity acting upon the object.

    Anyways even if you get the math right, setting up a stable orbit with physics is going to be inconsistent at best. Recommend toggling an orbiting state, turning off physics, and using the orbit behavior when appropriate instead.

  • You can have finer control by making your own typewriter text behavior.

    You'll need a variable or other data structure to hold the source text.

    + System: Every X seconds

    + System: len(Text.Text) ≠ sourceText

    -> Text: Set text to left(sourceText.Text, len(Text.Text) + 1)

    It should typewriter out letters from sourceText until the length matches, and continue if you append to sourceText.

  • construct.net/en/blogs/construct-official-blog-1/remember-not-waste-memory-796

    Although, modern devices should be able to handle 1G worth of vram use. But 600 is still quite a bit unless your project is massive, so I'm sure there are ways you can optimize memory use.

  • This is a very common, classic group movement pathfinding problem, not exclusive to C3, and not an easy issue to solve.

    striketactics.net/devblog/starcraft-1-pathfinding-technical-analysis

    sandruski.github.io/RTS-Group-Movement

    A few options from simplest to most complex:

    A. Use different targets to move to, don't move to the same place, at the same time.

    B. Spread out upon reaching the destination, or triggered when in an undesirable state of overlapping.

    C. Have units attempt to maintain relative distance by slowing down or speeding up while moving. This is a portion of flocking systems.

    D. Implement full steering/flocking mechanics: gamedevelopment.tutsplus.com/series/understanding-steering-behaviors--gamedev-12732

    E. All of the above.

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  • 400 doesn't sound unreasonable. Do you have some large sprite(s)? Maybe something over a couple thousand pixels wide and tall?

  • Oh interesting. I was using On clicked object and it was working fine.

  • Events 9 and 10 never trigger, to return engage state to false. I don't know why. Try another trigger approach.

  • I'm not sure what's going on here. It looks fine to me, unless there is a quirk of families I'm not aware of.

    Are there any other events that can modify health?

  • Store the last movement input in a variable. While moving, disable inputs. Upon tile movement finishing, if the player is on an ice tile, simulate control of last input. Else if not on an ice tile, enable inputs again.

  • Click your profile picture and select notifications. Or you can use the forum search on your own username.

  • Add a system pick Nth instance condition to just get 1 from the currently picked instances.

  • Hope you don't mind if I leave this here for my own reference if I ever decide to revisit this gamasutra.com/blogs/SvyatoslavCherkasov/20181023/329151/Graveyard_Keeper_How_the_graphics_effects_are_made.php

    Edit: At the very least, the first step is to have any given object affected by light, or not affected by light. This can be done with 2 layers with z-order preserved, as the light can be isolated by layer, and objects can be moved from layer to layer preserving their z-order by comparying y-position with the light. Unfortunately, each light would need to have it's own layer for a comprehensive solution.

    The next level would be to control how much each object is affected by any given light. This would prevent jarring cutoffs for moving lights, although it is less of an issue for static lights. Might be able to design around the light per layer solution with static lights as well, as long as you don't have overlapping lights at different y positions with objects between them.

    Bump mapping and shadows after that.

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oosyrag

Member since 20 Feb, 2013

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