MultipleChoice's Recent Forum Activity

  • : same here.. I even do the music myself :/ I mean, I like it all, but it is a lot...

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  • Facet : It should work out in c2, I am sure. You have the right start/structure to optimize.

  • : I understand, but that does not change the fact even in your case, that the arrow angle and position don't exactly correlate diagonally with your Player/Target "line of sight". It still would look smother if it did. Sure, it's good enough, but it would be challenge to solve that "problem".

  • Also I would put the origin points not in the center, but where you want to have the joint between the body-parts. then it rotates around that. Otherwise you rotation, and set the position at the same time, cause the rotation center is off. That might cause the delay too.

    Like a chain, the joints are not in the middle, but at each end of the nods (or always the one in front in your case), thus causing the chain effect. Better to use that as rotation center, I am quite sure!

  • @ekajuan Hm, try to pin them, position only, maybe that helps... there are somme issues similar to that here:

    might be related to my issue, the second on. Ashley noted already, that there is an issue with the rounding engine. Try to take that out.

  • : Thanks!

    It would be nice to make a version, where the arrow is really at the right position in their right angle. Since both our solutions are a bit off, due just offsetting it in horizontally or vertically rather than radially. (Causing the arrow mostly being off the line between player and target.) Just to make things perfect

    I might take a look, to figure it out. ramones maybe you got an idea?

  • Vanz

    e.g. like this: https://www.scirra.com/tutorials/999/ra ... node-based

    or like this: https://www.scirra.com/tutorials/383/ra ... -intervals

    def. you need random() to pick it's position or tilenumber, depending on some logic, as Somebody described.

    random-number-between-2-values_t64385

    https://www.scirra.com/tutorials/77/nat ... onstruct-2

    Hope it helps!

  • spokplumpen : I am not getting, what you do there exactly. Maybe it would be helpful to see the whole inventory mechanics? (I have to admit, I work not too much for loops, I don't see the point in them too much.)

  • Here's the LayerToCanvas/CanvasToLayer approach if you want to see that.

    Awesomely short. Did not know this CanvasToLayer stuff either. Thanks.

  • CaraCul

    This is a simple way to control exactly how objects you want maximum. Did you get the lines smooth? If yes, how? Or does it look the same?

    The gaps are always there, getting bigger, when you speed up, since you can only draw every tick.

    If you have a nasty look of "dots" instead of a line, you can interpolate like I did, drawing more circles between the brush, and the circles.

    There is this Formula, I just used for putting this arrow halfway, like this:

  • : S**t, you are right, it does break, when you rotate

    I am not sure, but did you realize, when you rotate your layer, the movement also get confused... You will have several problems.

    I am quite sure, you can solve the rotation different also.

  • [quote:2nie8l7k]p = ViewportRight/2

    q = ViewportBottom/2

    (so now p,q is the exact centrepoint of the viewport)

    There is a mistake, Viewport gives you the COORDINATES, not the window size. Confusion! Take care, you have to use either WindowHeight/Width for that, or just use Player.X Player.Y, since he is centered! Or (ViewportBottom-ViewportTop)/2 to subtract the coordinates, and get half of the screen size. I hope you understand.

    That is, why you have to tell him, which layers coordinates to get by VieportBottom(Player.LayerNumber) or just ViewportBottom(0).

    When you work with stuff like that, it is a helpful thing to display those variables on your screen (set Text = ViewportLeft ), to avoid such confusions. Also there you get a good idea, how they relate, and how you can use that to determine the formula.

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MultipleChoice

Member since 25 Oct, 2013

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