fldr's Recent Forum Activity

  • is this the actual ingame effect? looks very good!

  • oh yeah, its late here, totally overlooked that!

  • wow, very smooth! thank you!

    do you have an idea why, when mouse isnt moved, it only lerps the y position?

  • > wow, fantastic Minor ! i really admire what your doing there and did with your low res dungeon project! did you ever consider writing a post where you explain how the maze is generated and the different wall sprites are set? That would be absolutely fantastic and would drive me to continue my abandonend dungeon project

    >

    fldr

    Thank you. I can write a tutorial on the maze generation if it would be of some use. The tiling is bitwise tiling and I think there are a couple of tutorials on that already but I can also do that too. I'll also comment the capx and post it for anyone to have a play around with.

    Give me a couple of days for the capx and a bit longer for an explanation.

    shinkan

    > Minor Indeed. this is really fantastic!

    >

    Thank you sir

    woohoo, that would be great! youre great !

  • maybe i didnt try enough with your example but it seems its not possible to use the terrain object as a platform, or am i wrong?

    nonetheless i really like what youre done there! and i have many ideas to use this canvas/destination out solution for something else, great job!

    btw i dont know if it helps but i learned last week at university that algorythms that have nested "for loops" take very much time, but unfortunately im not very good at optimizing them (yet) so i cant give advice on how to make yours different, but i can ask my colleague and lecturer at friday how to improve your algorythm, were doing nothing else then estimating how long algyrythms take and if its possible to optimize them in this class. are you familiar with "divide and conquer" method ? maybe you could use it or something likewise to optimize your algorythm.

  • wow, fantastic Minor ! i really admire what your doing there and did with your low res dungeon project! did you ever consider writing a post where you explain how the maze is generated and the different wall sprites are set? That would be absolutely fantastic and would drive me to continue my abandonend dungeon project

  • ok, so i tryed the watereffect, but its only visual distortion of the crosshair image, could it be that i did understand you wrong ?

    then i tryed your solutions LittleStain and DuckfaceNinja but its the same problem which i had with my trys, it moves aroudn way to fast, like its stuttering (see also attached capx, maybe you guys meant it otherwise then i implemented it [mousewheel to change parameter for duckfaceninja's solution])

    http://fldr.de/crosshair

  • wow, very nice!

    im also in the process of making a worms like game, i used an other aproach which i found here on the forums with 1*1 tilemap and i added an overlay effect with another (bigger) tilemap and its a bit of overkill for the construct2 editor.

    now i will also try your solution, i like very much that it just uses an real image, much nicer and diversified maps are possible with that, i always dreamed about that while building the maps with my two tilemaps!

    Thank you for sharing that!

    btw heres a prototype of my aproach

    http://fldr.de/tanks1 (mousewheel for explosionradius)

  • oh thank you all! will try this methods! thanks!

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  • Hi,

    maybe somebody can point me in the wright direction here..

    i want to make a crosshair not exactly accurate to mouse position, like the shooter is breathing for example and the crosshair drifts somehow up/down left/right but a little bit unpredictable and smooth and i cant get it to work how i imagine it.

    I tryed with two sine behaviours (horizontal/vertical) but the movement is somehow a combination of the two and doesnt feel right nor looks right.

    I tryed with events that manipulate position but it turned out stuttering so i tryed using lerp and it got better but increased cpu usage too much and i couldnt figure out how to make it smooth without using 'every tick' and on top of that i couldnt make it much unpredictable.

    Does someone have a better idea ?

    best regards

    Flo

  • Thank you!

    you are allowed to do so

  • this is a very nice style!

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fldr

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