jobel's Forum Posts

  • which icon on the right? do you mean the NPC ship? yeah I definitely need to dramatize that....

  • thanks, yeah I want the player to have freedom to do whatever, I just want to entice them to play the same level 2-3 times early on. But how do I make that level something the player would *want* to do three times I guess is what I am asking.

  • Hi, I've been working on a game for over 2 years. It's an action/strategy game that I've been making steady progress on, however I have known about some repetitive issues that really stand out in the early game. So I am looking for ideas on things for the player to do. Ideas that won't break the game. And because you are playing against an AI opponent, everything you do, the AI has to be able to do as well.

    Here's a video of me explaining the issue while playing the game.

    (Sorry its 16 minutes long, watch it on 1.5x speed like I do :)

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  • R0J0hound yes! (I changed them to polypoints) I think that will work! it doesn't work well on convex shapes that are narrow, but its never outside the convex shape, so that is fine enough for me! I don't really have any narrow shapes other than that test target thing.

    very much appreciate everyone's help! thanks so much!

  • oosyrag honestly that was the direction I was sort of headed down and I couldn't figure it out.

    R0J0hound awesome! thanks. all my shapes are convex, I will try this out!

  • R0J0hound oh it seems like when the ship getting "hit" is a thin rectangle and the wave is perpendicular it doesn't quite work.

    Was the dropbox example you gave a generic triangle/square/rect? or was it for a specific shape?

    My "Allcraft" family has all sorts of shaped ships, is there a good generic way to do it?

  • and to complicate things the "energy wave" has 4 hp, so it can hit and damage 4 things before it dissipates.

    AND there are multiple collision boxes since it is animated to "grow".

    looking at your clamp example now...

  • R0J0hound I was following your other thread suggestion, but I guess it doesn't work when I apply it. It just spawns it, in the same place as I was before and only when its a straight on collision (but not always). If it hits the side the code doesn't trigger. It must have something to do with the overlap during Bullet? also this code is triggered from OnCollision (opposed to isOverlapping)

    perhaps I should follow your other suggestions...

  • oh wow, thanks calminthenight for the R0J0hound thread, that second option, looping through the IP's x/y and averaging them is GREAT! I'm not entirely sure WHY that works! I will have to test it more...

    also thanks oosyrag those options seem would also work!

  • I know its been asked a few times on these forums. As you can see here, the first collision works fine, but as it clips the side of the "energy wave" sprite, the "impact effect" is in the wrong place - its floating in space not on the object it hit.

    I was wondering what the best, quick and dirty "it looks good enough" way would be. Just something a little better than this. I don't want a ton of overhead (but maybe that is what is required?). Looking for suggestions from people who've had this issue before and what their solution was/is.

    I only need it for a couple of weapon types and its not that big of a deal if they are off sometimes.

    thanks!

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  • now that's proactive! thanks for the inquiry Newt!

  • yes I have no doubt it will all be supported like a PC is supported, I just mean there might possibly be things in the api specialized to the SD. I could be wrong, but I'm just saying it can't hurt to reach out and connect. I find the folks at Value very approachable and nice.

  • seeing how Steam is now officially rolling out the SteamDeck

    steamdeck.com/en/faq

    it would be great if somehow Scirra could get into talks with people at Valve and inquire about some SDK-type tools or access to whatever their API is going to be.

    The SD will have touch and other mobile-like functionality....so it seems like a no-brainer for construct devs!

    obviously its super early and I know specific platform exporters you've been hesitant about but Ashley could this be something to seriously consider?

  • not totally unrelated but I wonder how the new Steam Deck may impact more Construct games getting on to Steam since it almost feels like a mobile platform crossover (with it's touch screen).

    btw sign up here to get a dev kit if interested: store.steampowered.com/news/group/4145017/view/2984186184800023529