newt's Recent Forum Activity

  • Yep, pretty much, the center around instance version.

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  • Might try manually setting scrollx, and scrolly using a variable.

    Like:

    -+is player.value("scroll")=1

    ->system set scrollx to player.x

    ->system set scrolly to player.y

    That's pretty much the same thing as center view on me.

  • But its not just audio, its video as well, and Utube is using it for their html5 playback.

    It would essentially kill two birds with one stone.

  • Seems to work fine in the example I posted. You might try the rts behavior for movement instead. It will handle the angles, and movement for you.

    As to changing rez, there is no specific function built in. You can zoom, and scale.

    Might search the forum I think there's a recent thread floating around.

  • Well the idea was for extra effect showing it rotate, but I get the feeling this is for an editor, so the extra steps would be pointless.

  • >

    > > Btw I think "S" has a built in function to rotate its arrays as well.

    >

    > I thought something did, but I couldn't remember what. I think it was S.

    Again, I'm sorry, but this is not quite right. The function indeed is called rotate array, but it shifts a 1-dimensional array to the right or to the left (aka the equivalent to moving, not angular rotation), so

    ABCD

    rotated by 1 gets

    DABC

    or rotated by -1 gets

    BCDA

    Ahh well thats ok. Thats the only type of array I can do in S :P

    Also, when using any free rotional functions, wether from 's' or just sin/cos, you can't make sure you will always keep all values on the grid (because of the rounding, that needs to be applied), leading to overwriting or doubling values.

    True, but once it gets to 90 degrees it should line back up, shouldn't it?

  • I realize you just need 90 degrees rotations, but for added effect, you can use any angle doing a matrix transformation using S.xoffrot(,,,) from "S". I'll try to do an example later.

    Btw I think "S" has a built in function to rotate its arrays as well.

  • Sounds like its not getting triggered somehow.

    Here's an example.

  • Tested your cap out with Tulimide in chat, and we found a solution, as well as a bug.

    It seems you were constantly adding the boundaries to the los obstacles, and thats most probably what was causing the fps drop.

    So if you look at event 28 you'll see the always event, just change that to a trigger once while true, and drag your sub-event on its own. It doesn't need the always.

    Now that will fix the fps, but Tulimide found a real bug with los picking multiple instances, and while it doesn't seem to harm the preview it drives the debugger crazy, and if you try to click on one of the "extra" instance's reference it will crash the preview. So I would say its probably not a good idea at this time to add an object that has multiple instances to the los behaviors "add obstacle". Instead you can place the object you know will have multiple instances into a family and add that family to your "add obstacle" event.

    Like so:

    trigger once while true-> los add obstacle family.black

    Fixed cap in link.

  • Try has los instead of on, and get rid of the always. You can then do else instead of the negated.

  • True for bullets it really wont matter if I don't have an onscreen representation. They are pretty much instant hit visually.

    I would like to do some visuals like missiles, and perhaps some sifi stuff like lasers, or lightning bolts a la Command and Conquer, but those could still work off of instant hit, or percentage, especially the lightning.

    Also screens:

    <img src="http://dl.dropbox.com/u/666516/screencapture1330118714.bmp" border="0">

    screen2

    screen3

    screen4

  • This is more or less a test to see how well the 3d object and distort maps would work for making an rts, or some sort of sim.

    The rts behavior works fairly well with the 3d object with a few dummy objects paired up, so an rts is definitely doable.

    I'm kind of thinking about perhaps using Scidave's online plug to do a 1 vs 1, or maybe even a turn based chess/checkers with tanks thingy.

    One thought I've had is a simulation phase where you build up resources, and invest them into your team. Then have an online part where you do the turn based battle.

    Collision detection is pretty much a no go since its 3d, and the online plug really wasn't designed to handle a bullet hell. So I'm definitely leaning more towards the turn based scenario. I'm not sure exactly how to handle that, but chances are it would probably be based on a percentage system, IE chance to hit, chance to do so much damage, etc.

    Any thoughts or ideas?

    Edit: der forgot the link... may upload screens later.

    Link to demo

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newt

Member since 12 Nov, 2008

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