tunepunk's Recent Forum Activity

  • Tried to put the game in a public folder?

  • The thing I like with construct is that I am ABLE to do it alone, since I'm not much of a coder. I would like to have a team, but it's hard to get people involved and stay focused, and real life stuff gets in the way at times. But if i had the money, i wouldn't hesitate to hire talented and skilled staff to work with.

  • Ahhh.. simple as that!

  • You can find a equation by googling the distance between a line and a point.

    If a and b are the two points of the diagonal and p is the other point then the distance from p to the line would be:

    Abs(((P.x-a.x)*(b.y-a.y)-(p.y-a.y)*(b.x-a.x))/distance(a.x,a.y,b.x,b.y))

    Edit:

    Oops you wanted y distance, that would be this:

    Abs(Lerp(a.y, b.y, (P.x-a.x)/(b.x-a.x))-p.y)

    Everything works perfect, but now i noticed that 'p' needs a negative distance value if below the line. How would i go about getting that? hmmmmm

  • Good example, not so useful in this case since i was looking for a formula, but quite impressive how u solved it....

    That's just brilliant. Exactly what i was looking for.

    Thanks both. I should have payed more attention in math class.

  • Ethan thanks, but that's not really it i suppose. I'm googling a little bit and might be on to something. I need to calculate the X&Y position of a point in the slope, based on the object.... when i have that value, it's not that hard to calculate the distance between that point and the object.

  • Another solution is to use for each and place all the things that you need to sort in a Family.

    For each Family1 order by family.Y ascending > Move to top of layer.

    This is a shortcut but can get very heavy since it will sort all objects every tick.

  • He could design like this... to use any area outside the 4:3 aspect to just repeat graphics. They won't be missed if you play on a 4:3 ratio screen.

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  • Anonnymitet It all depends what kind of game you're making though... For a sidescroller it would work fine. If you're doing a game with a fixed Level size, like the gif gillenew posted. (Does not look like a sidescroller) .If The level is fixed in a 4:3 area, I don't think he would want to crop out stuff that's either over/under or on the sides. He should do a vertical fill, and design some elements that could be outside the Game level, or maybe just use a fancy backround there instead of black.

  • Anyone here any good at math?

    I need to calculate the distance between an object and a point in a diagonal line between 2 other objects.

    A bit hard to explain but i will try.

    The point at the top (DTC) is an object. I need to calculate the Y distance between this object and a point straight below in the diagonal line.

    The diagonal line would be calculated based on 2 points. the lower left point and the upper right point. Anyone comprehend what I'm trying to do?

    The DTC object can move in both X and Y axis so the distance value can be variable.

    Any help appriciated.

  • So it's actually a screen aspect ratio problem than a resize problem? I think there should be some ways around that... I havn't looked in that that much yet, since I'm not that far in to the production yet, but yes that's an issue i have to deal with as well at some point. If you're making a game in 16:9 format and displaying on a 4:3 screen there will be black borders under and over, but I don't really see it as a huge problem since most smart phones today are in 16:9 format...

    Iphone 4, and iphone 5 differs in ratio for example, but if you really want to optimize your game for phones with aspect ratios other that 16:9 i don't think it would be too much trouble, just have to be taken in to account when designing the game, especially the UI. But i wouldn't worry about it too much since most smartphones use a 16:9 ratio. If you want to please a few% that has other screen ratio then i think it can be done properly without too much hassle.

    Scaling a 16:9 game to fill a 4:3 screen vertically without black borders might crop out stuff that are to the left or right, (Probably mostly UI Stuff) but that can probably be adjusted for with events.

    https://www.scirra.com/tutorials/73/supporting-multiple-screen-sizes

    UI elements can be placed using these system expressions instead... if you want something to stick to a certain point, like the lower right corner you could probably use set position to: WindowWidth - 30 windowHeight - 30, that would probably work for any screen ratio.

  • I'm developing for mobile too, but I'm not using pixel art so i can't give you any advice there, but from what I've noticed, scaling is pretty good. Most of the time I'm downscaling instead of upscaling. My project is done in 720p and downscales well, it also upscales quite well but will be a little blurry or choppy depending on if i use point or linear sampling. Doing a low res pixel-art game and upscaling to 1080p shouldn't be a problem (I think) as long as you sample by point instead of linear. Play around with the project settings to see which gives the best rusluts.

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tunepunk

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