jobel's Recent Forum Activity

  • R0J0hound Thanks for the reply!

    getting close, but somehow the player is going the opposite direction than it should.

  • I have a top-down game and with no gravity. I'm not using Physics Behavior. I'd like to calculate correctly the redirection angles after 2 objects collide. Ideally I'd like to take their speed and mass into account to change their speed accordingly. And by mass I mean a handful of mass sizes: small, medium, large, giant. But if that's too intensive, then I would settle for just the correct angles.

    currently I'm taking the two objects and comparing their moving angles. If the other is within 180 degrees of its own moving angle I apply "force" in the form of acceleration to the player and then have the Other use "Bounce off".

    It looks wonky sometimes but works most of the time, however I would love to see how the calculations would look using physics formulas to redirect angles and speeds.

    These are the variables I have:

    • Other.Bullet.Speed
    • Other.Bullet.AngleOfMotion
    • Other.mass
    • Player.CustomMovement.Speed
    • Player.CustomMovement.MovingAngle
    • Player.mass

    (gravity off)

    On Collision

    Thanks for the help in advance!

    EDIT: even if all object had the same mass that would be totally fine for me. I'm just really curious how difficult the math would be to do this.

    Tagged:

  • I figured a work around. You need to put a wait after the initial play action. And it can't be a Wait 0. You have to wait at least 1 second (I think). No idea why it needs that.. maybe it has to cue up the file before you can seek? Makes for a little clugey coding but it works. Just another lovely undocumented feature... :)

  • BadMario

    Construct 2 project being imported into Construct 3 and switched to runtime 3.

    There are apparently many problems with this approach ( Importing into Construct 3 and staying with runtime 2 seems fine )

    is this really a documented problem? I hope not!

  • I'm trying to make music fade in at random parts of a track.

    I have in Start of Layout Event:

    Audio Play "tag" at volume -100 looping
    Audio Seek To random(Audio.Duration("tag"))
    Audio Fade to 0 over 3 seconds, then keep playing
    

    but the music always starts at the beginning, it won't seek. What am I doing wrong?

    EDIT: I put the Seek in a Keyboard Press 1 Event and it worked, so I put in Trigger Once Event and it did NOT work.

    Is this a thing where it requires a user action? if so, how do I get around it? You should be able to automatically start a music loop at random points...right?

    Tagged:

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  • pinning better than gamemaker

    i assume you're talking about the dragdrop of both, is there an example of 'pinning' we could see anywhere? and why it better or easier?

    no, Pin is a behavior that allows you to "attach" one sprite to another. Also I meant to mention image-points. I think GMS2 is releasing a new feature that is similar, but image points in Construct make life a breeze! it's SOO convenient which translates into production speed.

  • construct is the easiest because it does things for you like Behaviors...for example Pinning. You can't 'pin' anything in gamemaker, making it a huge hassle. Pinning saves you hours if not days.

    everything just takes about as twice as long in other engines opposed to construct. The drawback of construct is that its java and with jank issues - but it's good in the long run because it keeps you honest in making a modest game (performance-wise).

    a lot of people prototype in construct and then use gamemaker or unity for the full game.

  • a turn based game I would say is a little advanced for a someone brand new to making games.

    I would start with a bunch of beginner tutorials (non turn-based) to get comfortable with the engine.

    after that I would move on to seeing how to make a turn-based mechanic.

    It doesn't matter what engine you use. Construct / Gamemaker / Unity - but I would say Construct is the easiest.

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  • you could do that, but seems like you could somehow store the direction, so you don't have to check what it actually is.

    you could have a an invisible sprite with 4 instantances that represent the health bars, give them an hp variable and set them up in their perspective angles. Then pick based on lowest hp and then take that one's direction/angle.

  • min(player.forward, player.right, player.back, player.left)
    

    and if you have those instant variables on an npc you can loop through them with a For Each.

  • also you should put the Enemy and the EnemyDot in a container, that way when you destroy the enemy it automatically takes the dot with it.

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jobel

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