Ashley's Recent Forum Activity

  • Great game Deadeye, beautiful artwork in the intro! I wouldn't just leave it because you've submitted it, you can always update the little bits, add a level or section or two, and re-release/update it. Now that you've come this far, it'd be a shame not to!

    I'm going to try out The Lake (I'm really interested to see what people are making in Construct). It's nice to see the first few completed games made in Construct emerging. Also, I might have to open a 'Games made in Construct' section on the main site. Do you mind if I put This Cursed Rock on there if I did that?

  • Great artwork, from the golden age of high-colour 2D graphics. Also a great article on coming up with original game ideas.

  • Technically it probably does relate to the energy before and after a collision, but you can fake it since in the physics engine it'll probably always be proportional to the momentum at the point of the collision. Momentum is speed * mass so you only really need something based off that, I think.

    However, you probably want the relative speed for calculating damage. If you're going at 1000 px/sec to the right, and you collide with something going right at 900 px/sec, that's a 100 px/sec collision speed, not 1000 px/sec collision speed (factor of 10 difference!).

    The result formula for A colliding with B (pseudocode) probably looks something like

    0.1 * distance(0, 0, A.XVelocity - B.XVelocity, A.YVelocity - B.YVelocity) * A.Mass

    where 0.1 is your 'fudge factor' (since a damage value just involving speed and mass is probably a really big number)

  • Appaerently, syntax Cond?ValIfTrue:ValIfFalse crashes at my machine. Is this a bug?

    Yeah, crashes are always bugs What expression are you using that crashes?

  • Yeah, the spread values stuff is basically a long way of doing for-each (a system condition). You might be interested in for-each-ordered too, where you can change the order in which the objects are looped. A single 'for each' condition is basically the same as the 'On loop "i" / pick object whose value A = loopindex("i") event, without the spread values/variables/separate event cruft.

  • Yeah, please keep to English on the forum. I don't need to keep going to google translate to make sure people aren't slagging each other off in different languages - not that you would, but, you know, no reason not to keep to English.

    But hey, happy thanksgiving

  • No Turkey for me, never quite understood where it came from or how religious it's meant to be. Still, to whoever's celebrating it, happy thanksgiving

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  • There's no limit on the number of arrays or objects, unless you run out of memory (which is fairly unlikely).

    You could try the system object's save and load or quicksave and quickload actions. They'll save the entire game state, including all private variables. Alternatively you could try an object like INI and save the ones you need to disk.

  • Actually i'm doing it right now, but i was just thinking that kind of control would be nice addon to particles system.

    The particles object is designed to be a quick and easy alternative to using sprites. I don't see any point in keeping adding on more buttons and levers - it'll never be as flexible as using your own evented particle system. Still, I'm sure we could get away with an opacity randomiser.

    [quote:47j6quuo]Yes i know there is not many moving objects, but i just check it for tests and I have 0.97.7 but still every time when adding motion blur (any value) it still makes all objects brigther instead of "smoothing movement of objects".

    My mistake, I got confused: I broke motion blur in 0.97.7, but it's fixed in the next build! (As you say 0.97.6 will work as well)

    [quote:47j6quuo]What about that combination of bullet and rts behavior?

    can it be done other way?

    Yeah, you could do it with some maths. How's your trigonometry? Seriously though, you can do it by moving a 'shadow' sprite directly towards the target, then have the real projectile move up and down over the journey giving the impression of an arc.

  • - There is no option to set something like "random fade out" - now particles starts to fade out after some time in a very linear way (dissapearing one by one) and it looks hm....bad.

    There isn't an option for this, but you could try using the speed to randomise destruction. I put Creation \ Speed randomizer to 50, Simulation settings \ Acceleration to -75 and Simulation randomizer \ speed randomiser to 0, then it looks a bit better. The trail is a bit more random, because it's set to destroy particles when they're stopped, and with a random speed, that comes at a random time. Not sure if that's what you want.

    [quote:1a80wbwg]- I can't see how can i interact with particles that have been allready created.

    I mean, i can control how they will look before they are born, but when they on screen i cannot do anything with them - or mayby i dont know how.

    You can't gain this fine control over the particles object. If you want that much control, spawn lots of sprite objects instead of using the Particles object, then you can use the normal event system to control your sprite-particles. (This'd allow you randomised opacity/fade-outs too)

    [quote:1a80wbwg]- motion blur - don't work at all - it just makes objects very brigth

    Works fine here, was fixed in the latest build 0.97.7. Are you using that? Besides, nothing is moving quickly, so motion blur will do pretty much nothing.

    [quote:1a80wbwg]- and the particles one more time (in big file) - explosion are set to display sprites in front by order

    (closer to bottom are allways in front) same with particles.

    When you set the Particles object to front, all particles go to front. It's just how the particles object works. Again, if you want per-particle control over this, use sprites and make your own particles engine. If you delete the 'Particles: send to front' action in event 7, it goes behind the explosion. It doesn't make any sense for that action to be there, because it's effectively saying "Send all the particles in front of everything, once for each 'explo' that exists", and it's interspersed with other send-to-fronts.

  • Yep, it was changed from texture coordinates (ie. ratios) to pixels, because it's much easier to work out.

  • Yeah, this bug has been reported before - it seems dragging layouts in the project bar to change their order sometimes looks like it's changed the order, but it hasn't really actually done anything. I haven't ever been able to reproduce it myself, but I'll see what can be done about it...

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Ashley

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