manukeo's Recent Forum Activity

  • activeden.net/item/realistic-2d-dynamic-lights-as3/686703

    like this . replace the lighted area by the field of view. but thats it. thats what i would like.

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  • spongehammer

    thanks for your answer, but if you read carefully, thats not good for what i asked.

    in the exemple it does not take count of walls.

    its a simple png with alpha following the player here.

    what i ask seems to me far more complex.

    correct me if im wrong.

  • im making a top down shooter, and i would like to implement a kind of fog of war.

    i would like to reveal only what can really be seen by the character.

    a kind of line of sight fog of war.

    so if you stand in front of an opened door,

    if you are far away you can see what its in the center of the room ,

    but if you want to see all the room you have to pass the door.

    just like the main character is a light source and everything behind a wall is in the dark

    understand what i mean ?

    do you think its possible ? and ideas how to achive it ?

    thanks

  • krish

    unfortunately, i dont have a budget to offer.

    i can offer to share profit if we achieve a good quality game, thats all.

  • Kyatric

    did you get my mail ?

    i've got no answer from you.

    sorry i cant anwer you here. not enough rep.

  • hello lowren !

    nice blog

    NO , its not paid offer, im making it on freetime and have no budget.

    but the game will makes millions on steam , so we can share profits :)

  • hello !

    im a work in video.

    im a a director for ads

    here is our website : trotar.fr

    our vimeo : vimeo.com/trotar

    actually i play with construct 2 and have the projet of doing some indies games.

    i'm currently making a top down shooter, like hotline miami.

    the project is going well , it works and seems promising BUT

    im not a coder and i've got a slow frame rate on my prototype because i dont know how doing it better.

    i can make game design, story, all graphism, game play, but i would like to find a coder to help me debbuging and coding what i cant do.

    im open to work with somebody online , but it would be far better if i could find someone in paris to work with.

    we have a place to work in paris.

    if you are interested , please contact me, and i'll show you the project.

    thanks.

  • no no. my mistake. i will have the same problem with that when my mouse will be between the aim and the player.

    need to think about it again .

  • Kyatric

    in fact, that was interesting but not definetly good.

    ...

    im checking the math formula and expression all deay, but still dont know how to do it.

    basically : center of "player" is point "A"   ans mouse is point "B"

    i need to obtain the line between A and B and display my "aim" on this line, at 150 pixel distance from point A .

    know how to do that ?

  • Kyatric !

    wonderful ! that will do perfectly.

    the problem when the mouse is too close of the hero is now solved !

    that was the main thing so : thank you very much !

  • no i dont think i can use this wigriff.   

    maybe i wasnt enough clear.

    basically i think the mouse should only pilot the aiming

    imagine a circle of 200 pixel with the character in the center.

    if i go 200 pixel left, my aiming is at the maximum left,

    i go 200 pixel right the aiming go to the maximum right,

    then i go 200 pixel left, then again 800 pixel left,

    the mouse is now 1000 pixel away from the center, but if i move 200 pixel right, the aiming still go to maximum right.

    so even if my character is in the center and the mouse in the upper left corner, i can piloy my character the same way as if the mouse was in the center.

    and when my mouse is between the character and the circle, the aiming point stay always on the ring.

    am i more clear ?

    in fact i think we need to forgot the position of the mouse.

    what is important is in which direction the mouse is moving.

  • Ice : i cant because the bullet is spawned by the weapon, which is not at the center of the character sprite, so if i do that the bullet dont reach the target , there is the same offset a the arriving that there is a the departure.

    ChrisAlgoo : i didnt experiment the turret behavior yet. i'm going to test that. but i dont think it will do

    Wigriff : i checking that right now !

    thanks all.

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manukeo

Member since 17 May, 2013

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