dupuqub's Recent Forum Activity

  • I don't really understand why you are using arrays, but if I understood the general gist of your game, you don't need them at all.

    If you have only two skills per character, and each skill can be easily defined by a single function, why not just check which character is the current one through a simple string variable, and then choose the first or second function based on a mouse input?

    Hope it helps, but feel free to further the discussion.

    Cheers.

  • Hi there.

    I used a sprite guide to give the Spear its angle and its origin point. I left the guide visible so you could check how it works, but just make it invisible and check out the effect.

    Feel free to ask any questions. Cheers.

    github.com/dupuqub/constructs/blob/master/Spear%20Demo%20(1).c3p

  • Just to get it going, thought I would notify you guys.

    construct3.ideas.aha.io/ideas/C3-I-1449

    There is a very brief description of the behavior along with explanatory gifs.

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  • Ashley Is it realistic enough? I think Skymen makes great points and I'll get it into the ideas page if it is, just asking beforehand so to not waste people's time and votes.

    This is would be such a HUGE improvement over the current methods we have for trailing.

    Appreciate any feedback, thanks.

  • skymen Thanks a bunch!

    That's a 20% CPU cost at best already.

    Amazing file, the community would really benefit from a tutorial.

    And, since we're here, how realistic you think an implementation of some trail behavior or effect would be to Construct 3 from your experience developing this?

  • That's a pretty nice file, thanks!

    EDIT: just for posterity sake, this Rojo method may use up to 60% of CPU on its current configuration. It is simple and beautiful, but could have a steep cost.

  • I believe I gave you a decent enough tool to analyze every possible outcome. You should be able to go somewhere from there.

    You could give a pass through every tile, check where there is a possible match and then check the row or column for the length of the possible match. If it is greater than the last, then store its address somewhere (maybe a global) as the best match possible (remember to store the tile and the tile that should replace it).

    I could code this for you, but I don't feel comfortable doing this since the bulk was already delivered.

    I truly believe you can manage it, but if your code doesn't work just post it here and someone will definitely help.

  • I now believe the only possible way to achieve the goal of the video is using a Drawing Canvas and a history-array of vectors.

    I say that because every part of the trail has a radial dissipation from the center of the screen and because there is still the very smooth gradient on the center portion of the trail.

    In the next days I'll try building a Drawing canvas verison of this trail, but again, I still deeply appreciate any insight on the making of the smooth gradient at the center. I imagine these are polygons drawn from the vector points?

    Also, if you frame-by-frame the video, you'll see the trail is being built always a little behind the mouse, so I guess this is another thing to be solved. Maybe the trail-builder runs on a timer?

  • I've been trying to replicate this effect by skymen:

    youtube.com/watch

    I'm not entirely done yet, but I believe that physics was not the way to go.

    Since, I've tried another approach, but am still somewhat mesmerized by how he managed to do the inner part of the trail with the smoothest opacity transition ever.

    This is what I have so far, and it's going good enough, but I would still appreciate a lot any insights on the inner trail problem:

    github.com/dupuqub/constructs/blob/master/Trail%20(1).c3p

  • If I move the rope too fast, the members start to break apart and flicker around.

    Is there a way to stop it from happening in this basic setup? Maybe with another joint type or configuration?

    github.com/dupuqub/constructs/blob/master/Trail.c3p

    Tagged:

  • You could have 8 different and fixed torque numbers. Each number will always land on a specific spot.

    You could then make a weighted array with indexes that link to the specified torques, like [1,1,1,1,2,2,2,2,3,3,3,4,4,4,5,5,6,6,7,8] and select a random index from this array.

    Since the torque is always the same, and the landing spot of the torques are always the same, your weight array (or probability table) is the thing that will determine the landing spot.

    You could also increase the number of possible torques to give a more random feel to the process.

    All said and done, this is probably a bad thing to do. It is better to always be clear about the mechanics with your player unless you are dealing with some sort of trap or puzzle piece.

    If you are dealing with gambling applications it is even worse, and not disclosing this to the public could be considered a rigged game and could result in felony charges depending on local legislation.

    Just be mindful of when and how you use a mechanic that is counter-intuitive to the player, even more if there is monetization in the process. Remember that in some countries lootboxes may soon be gambling, so the market and the law are changing.

    This might be way off of your purpose, but it never hurts to inform due to the nature and design of the wheel of fortune.

    Cheers!

  • one advantage to never using globals is using globals differently.

    I have a sprite which I name "Globals" or "G" and make my globals all live there (as instance variables) because then I have the fast edit on the properties bar and don't have to have a very long sheet of globals, or globals popping up in the code every now and then.

    In case you feel your "G" feels overburdened you might as well build a group of Sprites, each containing their own set of variables and call them "G[something]".

    On a technical level I'm clueless, but it always makes me work faster with globals, as well as having a nice icon I use to the sprites, so I know I'm dealing with globals, and not just the "gear" icon from System.

    You might need to set them as "global" on the properties bar and, if I'm not mistaken, place a copy of each needed Sprite in the layout they are supposed to work.

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dupuqub

Member since 4 Aug, 2019

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