Laser Bolt suggestion?

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Post » Thu Nov 21, 2013 8:59 pm

I'm not using the beta release, I'm on r146.. does C2 let you save the project as an earlier version? I'd love to see it.
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Post » Thu Nov 21, 2013 9:23 pm

@jobel

Open the capx using 7zip or similar. Then right click on the .caproj file inside the root and select edit - you will see a notepad document containing the settings. 11 lines down is

<saved-with-version>151000......

Just change the 151 to whichever version number you're using.

I don't have dropbox access so I can't change it myself for you; when I get home I will edit it.Colludium2013-11-21 21:33:58
A big fan of JavaScript.
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Post » Fri Nov 22, 2013 3:56 am

@Colludium

actually I just updated to 151 and looked at it. (I'll rollback to 146 later)

Thanks! that's pretty much what I was talking about. Although I'd slow it down a bit. I'm making a semi continuous beam (I'll build in an overheat) and then when released I will decrease the width. So it looks like a continuous beam was cut off, not just stopped.

I like the LaserBolt2 sprite.. did you make it? it's perfect.
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Post » Fri Nov 22, 2013 6:16 am

@Colludium Very nice and good example , I would like to thank you for you work. I love the examples of laser you have done.

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Post » Fri Nov 22, 2013 10:16 am

Thanks!

I made the laserbolt sprite myself using the C2 sprite editor - I've found it to be a quick and easy tool for things like that.Colludium2013-11-22 10:17:05
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Post » Tue May 20, 2014 2:16 pm

hi @Colludium ..I've been looking at your code and I'm finding the only problem is, if the target you are hitting is moving, then there's an issue where the sensor hits the target but then the growing laser never reaches it. So basically it shows the laser hitting the spot where the target was, opposed to where they currently are... The time it takes to show the growth of the laser is too slow for a moving target.

I've been trying to add logic so that it uses the target's current x/y if the sensor actually hit them.. my problem is knowing what the sensor hit, if it's a bunch of different objects then I wonder if performance will be hampered. The laser should probably move slightly with the target (side to side) as well..

I'll post it if I figure it out!
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Post » Tue May 20, 2014 4:54 pm

@jobel, predictive aiming is possible with the application of some maths - it depends on what effect you want to achieve. You could change the angle of the bolt to always equal the angle to the target, but that might not give a good effect....
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Post » Tue May 20, 2014 5:09 pm

Whoah, awesome! Just wants a nice fiery explosion on the end :D
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Post » Tue May 20, 2014 6:35 pm

Colludium wrote: predictive aiming is possible with the application of some maths


if the target is moving left/right it doesn't look as bad because a normal beam would just scrap along the side as the target went by...the target would act like an "interrupt" of the beam.. but if the target is moving away it always stops short. Because the target is moving, your LaserBolt2.targetX/Y is static and it's referencing a place where the target used to be. Of course it depends on how fast the target is moving.. but I've been testing with bullet speed of around 200-300.

So far I have been unable to figure it out... I'm going try it another way... we'll see!
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