Ashley's Forum Posts

  • Set motion blur off in application properties, and then on start of layout, if motion blur is supported, turn it on.

    Ideally though you should provide an in-game option to turn it off even if it's supported, because it can slow down old video cards a lot (5x motion blur means 5x as much rendering work is done).

  • So I know he's travelling around 10 .... 10 what? oranges?

    If you're using a built-in or timedelta-based movement, it's 10 pixels per second. I'm not sure the units of the physics engine.

    [quote:309y660d]Also I want to be able to use time delta with this physics movement

    Not necessary - the physics movement is already timedelta based.

    [quote:309y660d]I want to be able to set a maximum velocity on this sucker, so far i'm finding it hard to do

    In the event where you increase the speed, add a condition that checks if the speed is less than the maximum speed. Typically you'll have something like this:

    + Up arrow is pressed

    -> Add 1 to speed

    If you make it like this

    + Up arrow is pressed

    + Speed < 100

    -> Add 1 to speed

    then you can never exceed a speed of 100.

  • Here it's been blisteringly hot for days! Still got my fan on to keep cool...

  • The square root bug was fixed, you'll get -1.#IND if you try to take the square root of a negative number, which is not mathematically possible. Remember the formula is:

    sqrt(x*x + y*y)

    If that still gives -1.#IND, try deleting the sqrt and see if the middle expression is negative.

  • Vinny was close, but the syntax is wrong. Try setting editbox2's text to:

    int(Editbox1.Text) * int(Editbox2.text)

    int() converts the text typed in to the edit box in to a number, which can be multiplied.

  • I don't think that's really possible. The runtime uses a true motion blur effect, which simulates camera exposure time over the duration between two renderings of the frame. In slow-motion, objects are moving even less over the duration of a rendering, so motion blur takes less effect. You can't just boost it up even more. On the other hand, if you speed up your game with timescaling the motion blur should become even more prominent for the opposite reason.

  • I don't think its quiet here - I've seen lots of new people turning up!

  • It works fine for me! The object destroys after I finish dragging it. Something else in your events is probably wrong. You could post your .cap file, possibly.

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  • Runs perfectly smooth for me here. Excellent artwork, great job!!

  • I love this game! It's addictive, but its also really hard!

  • Wow, nice! I love that algorithm

  • I guess it means... you're out of memory Does windows task manager actually report you're low on memory?

  • I suppose you're talking about the movement like in Asteroids, right?

    i'm having a lot of trouble getting it to look in a different direction to the way it's going.

    A simple solution is to use two sprites: one with the movement being invisible, and the other showing the spaceship. You can always set the spaceship graphic to the position of the invisible marker, and then rotate the graphic to any angle you want.

    [quote:1gc3edjy]But what i'm finding HARDEST to achieve is realistic bounces from collisions

    If you're using the ball movement, the 'Bounce off object' action can take care of all that for you.

  • I was actually working on something similar today, so I whipped up a quick example for you

    Great example! For Each is the key there, and that's pretty much how I'd have done it as well.

    One minor change though: in event 4, if you replace the random number with the object's unique ID (object1.UID) - that makes it bulletproof. With randomness, there's always the tiniest possibility it'll duplicate IDs. With object unique IDs, that never happens.

  • These bugs are really difficult to fix. To help get to the bottom of this, reproducability is absolutely essential. If anybody can reliably reproduce a save error, that would help us immeasurably. SuperV, can you reproduce this with your own steps?