angstloch's Recent Forum Activity

  • A lot of things are done every tick and saving an expression to a variable is negligible in my opinion.

    And trust, your opinion concerning physics and C2 is more than enough for me I tend to overworry with performance (just at the end it often seems that i hadn't overworried that much after all).

    Nevertheless,

    It is an artistic judgement call to determine what that damage looks like, and In the end, this is a lot more important than the math.

    And that's so very true too. In the game's current state, collisions are destructive or not on a purely random basis... and it looks pretty good, curiously -- it's all fast and dirty and plain dumb luck does not look too weird or outta place. As i'm trying to introduce some maths (and so calculate real forces), well... let's say it needs a lot of tweaking still. If the force is a square it gets a bit too, hum, nonlinear -- results are so volatile. I'm experimenting now with other values, even if that's not so realistic. But i'd lie if i said the lazy random solution aint tantalizing...

  • Oi this seems to fit perfectly in the Iron Kiss universe, both aesthetically and thematically. The Pandadoor Mythos?

  • Feels solid. Gave it a few tries and found it physically flawless. I suck just like i suck at real pinballs ;P

  • Welcome engineheads and octane addicts to this weekly update of the [WORKING TITLE: BLACK SUNSHINE] Dying World Series!

    So here's basically the same old level with a few (very few) eyecandy improvements such as a parallax layer and a new speedometer -- the later doesn't makes a lot of sense since i'm gonna change the whole hud someday to make it fullscreen-scale-outer, but at least doesn't look like a clock anymore (and if you look at those Earn To Die snapshots above you'll see the influence).

    But anyway the big, the brave, the main enhancement this week is the brand new Servo-Vehicle Dynamic Obliteration Protocol, by which cars are gradually reduced to scrap as the hit barrels and foes alike. Again, it still needs a lot of tweaking: I intend to (well, eventually) assign different toughness values to each car model and so. But the pain was mainly that I had to redesign the cars from scratch again. Sorry to say the new pickup didn't make it on time for this update, so we have only two different cars. Btw the old nazi ford mustang was replaced by a (nazi) plymouth barracuda which looks basically the same – I wanted to save the mustang model for that Black Sunshine car I babbled about above.

    I introduced some health powerups as well, which fix damaged areas of your car. I'm not very happy with how they look tho: they typically appear for a blink second in a high speed context, so maybe something brighter and more clear, like a stylized logo, may fit better.

  • lamar

    cjbruce

    Thanks a lot, people, you helped me greatly. Well i hope you did -- i'll let you know XD

    I worry a bit that i'm gonna be storing a lot of variables every tick (plus everytick minus one, arguably) which might hit performance -- as every damn thing does. Well hopefully some is-onscreen condition will fix me there.

  • R0J0hound

    lamar

    Hey, thanks for your answers guys. Im a noob at physics and will need some time to dig all this

    I'm not really aiming for any kind of realism either, so i'd be inclined to take the simplest easiest path available. Unfortunately it may be a bit more complex still: what about two cars (yeah forget about the wall) moving in the same direction but at different speeds that eventually collide...? Shite I'm not even sure if i'm asking the proper questions. Hold on.

    This is what I'm working on. I'd like the cars to receive damaged whenever they hit each other (or them kegs) with certain violence -- not like blowing into pieces each time they get a bit scraped. Cars would also break by sections (not many: snout and butt around a base frame), so it's important to determine which areas are affected by the impact: thus, if you crash against the car in front of you, your snout section and the other car's butt section would be affected.

    The plan was, create an invisible sprite wherever the collision takes place and assign it a variable with the strength of the impact, and check which sections are overlapping. If that approach is fine, I guess the question would be: which value should i assign to said variable.

    Some thing easy! If i understood R0J0 properly (which I may or may not), the proper thing would be to calculate an impact force for each car? No wait twas acceleration rate for each car... Well if i can summarize it all in one value that makes sense that would be great. Maybe some difference between velocities or something...?

    Thanks again for your patience

  • Just use 'TAB' + left click. It cycles.

    Hey. That's so cool

  • use different layers? or do this:

    • seltect the upper object and move it away
    • select the lower object
    • press ctrlZ. upper goes back to where it was, but you still got lower selected

    dirty i know but it works...

  • get them sprites into their own layer and manipulate opacity from the layer properties, instead of sprite's. oh lord, please dont let me be misunderstood.

  • ajax and json aside (of which i know nothing, so maybe the following makes no sense at all) rather than trigger a different event on each level finished, you could set a function:

    On any level completed ---> trigger f(x)
    /*where X is the current level's number*/
    
    on f(x) triggered ---> set array value X to ajax.lastData
    
    [/code:b4hlwhni]
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  • So i have two side-viewed physic cars (or a car and a wall, for that matter) which eventually collide. Depending on the violence of the impact, cars may get dented, seriously damaged or just explode into pieces. How could this be expressed as code? Googlin around I've seen that in order to determine the impact force I'd need an "acceleration" parameter (apart from things as mass and velocity) that i can't find. And even if I could i'm not sure i'd know what to do with it either... How is this usually done then?

    Thanks!

  • Happy, even relieved that you keep this going. Oh i know too the pains (an pleasures) of developing one big project solo on your own -- but you're no more solo on your own, seemingly. Congratulations dude! ASRH keeps looking and feeling brilliant. Last level, level four?

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angstloch

Member since 5 Mar, 2014

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