RafaelMatos's Recent Forum Activity

  • You asked for an example equation. The equation is different depending on how you want to draw the arc at different distances.

    alright, I think fixed angle should work well

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  • It's more physics than math. You still need to describe in more detail the desired behavior. If the input value is the destination coordinates (instead of origin angle and velocity), would you want the resulting arc of travel have a static angle, velocity, or vertical height?

    I'm not shooting anything so I don't need movement, I just need to draw a curved line(see the illustration in the first post). I'm using this arc to indicate to the player that the character can jump to the selected tile(tru mouse aiming). It's just a more fancy preview with some depth to show to the player what he's about to do, which is jump to this other tile.

  • Aiming arcs are generally described from the origin to destination, one step at a time, rather than from a center point.

    The functions for the x and y components are x = horizontal velocity * time, and y = vertical velocity * gravity * time.

    The initial velocities can be found per angle by using sin and cos on the angle multiplied by a power value.

    Edit: sorry looks like your going for an isometric arc based on your screenshot. In that case, your x and y are both constant and you'll need to add a z component, which is affected by gravity. In effect, the z value is added to the y value to display "height". When z is equal to or less than 0 is when your projectile hits the "ground".

    Could you write an example of the equation? I'm terrible at math =/

    btw, I'm trying to achieve an aim indicator, those sprites would be static but updating its position accordingly to the target(mouse x and y for instance)

  • Hello! Could someone help me with some math? I need to get an elipse shape that works for any angle. Right now I can only get a perfect circle.

    I'm trying to achieve an aim preview, like demonstrated above. Thanks for any help.

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  • There are so many different aspect ratios, and so many devices with said aspect ratios, it would be a bear impossible task to compile data on every device on the market, off the market, and future market, so it's better just to support the most common ratio and adjust to suit all (though it will look slightly different on each device that's not your set aspect ratio).

    This will only really be the amount of background that can be seen. UI elements can remain fixed in their respective positions.

    I get what your saying but there's no need to offer different resolutions as a setting within your game. Just stretch your background around 20% larger than your viewport and use scale inner/outer (depending on your game, UI etc) and you'll be set for multiple ratios.

    And as I said, you can always use Scale Layout if you want to give the appearance of being zoomed in or out within your game

    Every single game out there supports different resolutions in the settings and you're saying I don't need it? I'm sorry mate but it makes no sense.

    And of course, because of that I'll offer the option for scale outer as the only option to not get a terrible experience in which, in many cases, will be half of screen with black bars around. I'm using pixel art, so the ideal would to offer a letterbox integer scale full screen mode to the most commons resolutions so I could avoid the pixel distortion for most cases and then the scale outer mode would be a secondary alternative, not the only one.

    Again, I don't see why this is not an option in C3, ASHLEY. Specially for pixel art game.

    Btw, my project and my monitor are 16:9 and I still get black bars.

  • Viewport size is fixed unfortunately. You can however use Scale Layout to zoom in/out of your layout giving the effect your after

    How come a game engine have no support to different resolutions. That's really weird. I was trying to offer different resolutions in settings menu. I guess I'll have to just use full screen/full screen mode, which does not cover a lot of situations, specially if the game is in pixel art mode. It bugs me, I can't understand how a trivial thing is not supported.

  • This is what you need. The center is the pivot point(i.e. shoulder) but I believe you can do this just using hierarchy

  • I can't see the option there. Are there a way to do it?

  • Anyone? :/

  • I have a card game which I distort the card's width and height when I interact with it. The text is also distorting a bit but It doesn't quite follow the exact same amount of distortion of the card. I'm using spritefont and It gets jiggly too, It doesn't shrink or increase smoothly as the sprite. I tried to use drawing canvas for the text part but the text can change while being distorted so I can't use drawing canvas since It takes a few ticks to update and because of that I see a blink of the old position and size.

    Is there a way of distorting text as smooth as a sprite in construct? It always has been a struggle for me.

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RafaelMatos

Member since 8 Mar, 2014

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