lucid's Recent Forum Activity

  • trying to make sprite go to 'goalx' and accelerate within the limits of normal platform movement

    can anybody see why this doesn't work (it's all one line, but it's line broken for readability):

    Set Sprite Platform X Component of Motion

    clamp(sprite('goalx')-sprite.x,
    
    max((sprite[Platform].VectorX-(1000*timedelta*sprite[Platform].FloorAccRate)),0-sprite[Platform].MaxFloorSpeed),
    
    min((sprite[Platform].VectorX+(1000*timedelta*sprite[Platform].FloorAccRate)),sprite[Platform].MaxFloorSpeed))[/code:lgay6mab]
    
    here's an example cap of it not working
    hover the mouse over the blue box to use regular platform controls with the arrow keys
    or click somewhere to watch the sprite move with the algorithm above to where you clicked
    [url]http://dl.dropbox.com/u/1013446/notwork.cap[/url]
  • lucid the slowdown is due to a fix I submitted (SVN revision 153) for a bug where the collision mask did not change when the frame changed with animated sprites. The fix was first in construct 0.99.85.

    Here's the tracker:http://sourceforge.net/tracker/?func=detail&aid=2974232&group_id=207820&atid=1003219

    My fix was to recalculate the collision mask every time the frame changed. Before, the collision mask would only be recalculated when a sprite's size or rotation changed.

    If you uncheck "loop" or set "animation speed" to zero for the animations that are only one frame your fps should go back close to what it was.

    tried it

    did both actually to all sprites, as none of them are animated, and it helped, but still didn't solve the problem

  • if I have four copies of the same sprite, I can't assign them each a separate player? (for control purposes)

    am I right on that?

  • awesome as usual quazi

    totally off-topic, but, have you ever read "ender's game"?

  • this has probably been noted elsewhere, but my current cap has a ludicrous amount of enormous canvases, and it doesn't seem to affect anything, even when I move them around

    however, when I rotate them, it slows things down severely.

    just curious I suppose if this is a known issue, and if it's just because of the way canvases are implemented of if it's a bug

  • aahh, thank you rojo

    that was keeping me from upgrading

    now I see I can though.thx

  • lucid, is that fps slowdown only in this version? What version of construct were/are you using for the better fps?

    994 I believe, and I haven't tested other versions yet. I'm not at my pc now to check, but it definitely wasn't the previous latest version

  • yeah, cap too complex to figure out where just yet

    but I have a cap that runs much slower when I run it with this new version,

    dropping from 60fps to about 20fps

    in case it helps someone else find something

    it uses platform behavior, physics, and canvases

  • s's ik solver and linkmans is much simpler

    just choose two sprites and tell them where to solve to

  • are you using "s"'s ik solver or linkman's standalone ik solver?

    either way, when facing to the left you'd have to change the direction of the bend

    in 's' that would be change it from solving left to solving right

    don't remember how it's done in linkman's

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  • Shadow caster behavior seems to be broken, if i add it to any object, it will crash. Otherwise, great update!

    yup

  • davo says it does not and will not work

    because changing attributes can crash the runtime

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lucid

Member since 16 Jan, 2009

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