Ashley's Recent Forum Activity

  • I finally have internet and a shiny new wifi connection! Hooray! I was nearly passing out from withdrawal symptoms. You might want to bump threads with files you want me to look at or I might forget about them.

  • By the way, this is an old thread and I'm not worried about the results any more

  • I disappear for a day or two and look at the chaos that ensues, it's almost as bad as the first australian settlements, where they sent all the UK criminals. How awesome is that?

  • Eternity is a long time to make computer games. The black hole thing might've turned out OK anyway.

  • I recently moved, when I get the internet installed again I'll try and sort out everyone's wiki access.

  • The Construct Wiki has partial documentation. It's a work in progress and a lot of it is subject to change. I do also appreciate how important a reference is for documentation purposes, but I think tutorials are important to help get beginners going. We should have both!

    Part of the problem is with so many plugins there is a lot of reference documentation to write. We need everyone's help to write it (it's an easy way to contribute to the project if you're not a programmer).

  • I can't imagine why that would happen. Post a .cap and I'll see whats going on when I get my connection back.

  • Does this example help?

  • The RTS behavior has an implementation of A* pathfinding which is pretty good for navigating around complex maps. There's also stuff like intelligent aiming you might find interesting (see the attachment further down the thread - the maths in the original file has since been built in to Construct).

    Construct's event system is also very capable of coming up with an AI system. It is, however, entirely up to you to code it. Quite often questions along the lines of "How do I make AI?" are asked, which is too vague to answer. I think you can make a fairly good AI system in a much simpler way than most people think. All it is is automatically controlled enemy characters - it's easy to come up with some simple rules that make them interesting enemies in gameplay.

  • Yes, as you would expect the distance() expression uses the Pythagoras theorum as you have written. I'm sure it's working correctly, and it just returns the distance between two points - which is always positive and is unrelated to quadrants. I've used it for several things now and it works fine as far as I know!

  • using fast loops and one problem arised, it has to be very precise to work properly, meaning it needs to check every pixel step, and it lags the system having to do all of these checks, also if something gets too far lodged into another object it would run a continuous loop

    Yes, you have to do a lot of collision checks - doing this with the interpreted event system isn't going to be anywhere near as fast as the C++ implementation in the Construct runtime. Maybe it could be a system expression.

    Still, I like the idea of all objects having an editable 'hull' - a polygon you can draw around it. Both Physics and the dynamic lighting engine need a polygon instead of a bitmap mask and it would save you entering the same polygon twice. And a 'vector' collision alternative for Sprites could actually be fairly handy, but that's less of a priority. Animated sprites would make this a little trickier though... maybe it should be in the picture editor...

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  • Yeah, atan will only give results over a range of angles (I forget, either just 0-90 or 0-180) which is kind of inconvenient if you want to measure an angle which is actually 270 degrees. Still, the C++ runtime library has a function called 'atan2' which works out the quadrants for you, which is what Construct uses. If you ever need atan2 for something else, I think angle(x, y, 0, 0) is equivalent to atan2(y, x). But the x,y and 0,0 might be the other way round. Can't remember.

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Ashley

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