DozeMaster's Forum Posts

  • Is it possible to save 20 snapshots on disk, load them after into a tilemap and so get a snapshot from this and print or save as image?

    its possible if you dont want to use paster plugin or other complicated thing, you just create a global sprite, and create a instance of it everytime a drawing is made, save the snapshot url to a frame inside the sprite, then when the user wants to print it, use an positioning in screen for x and for y loopindex array kind of thing, then canvassnapshot again, and invoke the browser.execute javascript call .print to print the newly canvassnapshoturl its going to take a while for you to implement it but its the easiest way of doing it and without non-default plugins.

    when you call the print in javascript you use the same javascript you call the print from a html5 website ("javascript:window.print('canvassnapshoturl') ") just you need to change the scripts brackets to single ones ex: "myjavascript code { something 'blob code ,etc' } "

  • awesome job man, at first i was a bit reluctant,because we can do the same thing with 3ds max/blender? but now i see its doing some interesting stuff, that its probably going to cut time from that process... however i have to ask... when you used the mixamo animations and models, did you had first to import them inside other software so you can attach the mesh to the animation bone then re-export the thing and then import it inside spritmator?

    or just placed mesh + animation and everything works in spritmator? (also why spritmator? and not SpriteMator sounds more normal no?)

  • Is it possible to print the colourful drawing at the end?

    not in the curent app, but you can add that feature, by canvassnapshot system expression and then use the browser expression Invoke download "canvassnapshoturl" and before you call that you will need to clear the so called HUD so yea its possible

  • surely knows something about this

    you are to kind.

    RBuster check my signature bundle there is a template there that might do what you want. or the drawing app directly

    it using normal Sprites and vector images to fill in their inside empty spaces while still keeping the outlines, so you cant draw outside their box, its a simple painting version, but can be made in so many different ways. for snapshot you can use the system expression to take a picture of the current window, and while you do that you need to clear the objects overlapping then invoke download via browser object. there are plenty small tutorials on this, which if placed together you get a drawing app.

    however its made long time ago when i barely knew C2, and has some performance issues, there are a few loops inside that kills performance at some point.

  • i dont understand what your trying to do, if you want a stiff semicircular dotted thing that is stiff why not use a image that represents the dotted objects? like a fake container, nobody will know but you.

    PS you dont need high values of iteration to get them to be stiffed, i increased only the velocity iteration, to about 800 and position stiff to 80 so its around 10% of the above, but its as stiff as you can get and performance wise is pretty good, however if this project is for mobile i dont recommend the physics iteration, since can be very cpu intensive on mobile platforms.

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  • I believe there is no exporter for Autodesk Maya 2017. There is an exporter for Autodesk 3ds Max, Blender and Unity.

    well yea 3ds max, its made by Autodesk Maya developers... i was confusing the product names, i meant 3DS Max

  • great tool man, need to add it to my C2 external tools! Your awesome!

  • [ i know of "ridiculous fishing" and probably many other games with that word on the title ... so in the end it is just that i had no better idea really ! > yea thats why i asked... i seen ridiculous fishing and many other google play games with the word in names but i guess its a 9gag trend or some new age kids joke that attracts them.
  • randomly

    i see now makes more sense learned a few things how to avoid checking negative numbers hehe, also i understand now what that

     ? :[/code:pvy8ja3c] means better and how to use properly! Thanks man.
  • > just disable the joint from the body

    >

    Yeah, but that would disable all joints connected to the body, not only the arm..

    R239 Capx

    i re-attached the limbs to the body on a order where you wold be able to cut them off without worrying to much about the body flying away... however no matter how many times you edit it..

    the problem is this : each Original point 0 is the point of gravity or point of weight of an object if you move it down the point of gravity will pull from that part

    imagine, you have a stick inside a iron ball and you can slide up and down the iron ball, wherever you move the ball that will be the center of gravity for the stick from now on...

    thats how image point 0 works... its complicated... to explain in forum chat... but i hope you get my idea...

    also object position in Layout editor matters when you create the joints... if positions are irregular then joint will be either to long or to short thats why the weird shakings and all that....

    image the joint being an invisible rope. hope my logic of it made sense to it... and the capx helped you in your project.

    Edited: also density which affects the way of world gravity and object heaviness is direct proportional with the density value you input and the size of collision box .... also the origin point 0 you have to have it dead center on X axes if you want things to be balanced...

    but not on the center of the image... but on the center of the collision box.... image the collision box as being the filled material of the iron ball from the above stick... if the ball is missing one part then its weight and gravity point changes ... physics behavior is very complex to explain... ... need to make a live feed for it or record a entire video.

  • You see the old plugin because you not unistall the SceneLoader Edition plugin from Html5/Exporters/Plugin , The old one use a different folder so when you installed the new one that have new folders not overwrited the old and you see both ones.

    Simply remove the old one "BabylonSceneLoader" folder from the plugins and you not will see the old plugin on C2.

    not only that one.. but also user/user/appdata/roaming/construct2/plugins/babylonsceneloader was still present and creating problems.

    i fixed it now, thanks

  • Full game link error

    APK on google play had to search a bit now i realise he had it attached to signature.

    Unknown Dino Developer items on gplay i remembered that when i searched it.

    Donald Cela why the Ridiculous title name? i seen some similar games lately... is that a google word trending now or something?

  • I'm asking a simple thing: What defines, in the files, the very first instance of a sprite you placed. If you say its UID, then it's bugged

    now you asked the proper question and i see your problem: see manual here ---> Common Features IID vs UID

    also simple explanation if you dont want to read the manual but i strongly recommend it so you understand better, but anyway this is my version of how i understand it:

    Each sprite type is defined by IID(index id), while UID (Unique id) is more of a counting order which its why it makes it weird for you since i guess when you spawn a new sprite, you also spawn a sprite of a different type or have a uid that is incorrect for that type of object...

    so by using IID instead of UID to get the right same type object expressions . that will get you the index number of the same type object.

    to ask your question simple : IID defines object types in C2 UID counts the total numbers no matter of type.

  • uid 0 is the first layout you create, which is the first "canvas editor screen" we create when we open a new template

    so if you add 500 objects in the project sidebar their uid will be counting from uid0+order of object created 1 2 3 etc

    but... while you stop creating objects 123

    and then create layout number 2

    uid of objects that will be added skip another 1

    since the new layout will have uid of last object placed objectuid3+1 which means the layout2 is uid4 which then objects continues with uid 4+1,+2+3 etc...not sure if im making myself understood. or if is the answer your looking for

    however what you are experiencing is more of a memory remain of capture of a first state, but again im not sure what wold you expect from it to do... it seems to be working fine as you explained in the pictures... there is nothing out of the ordinary unless your used with some other coding language that maybe was doing it different or had a different logic programming?

  • No, I'm saying that even if the very first created sprite in my project has the default width set positively and is scaled 1:1, the code generated ones spawn reverted. The code generated ones even take the instance variable values from another sprite placed somewhere else, dunno which, but not the very first one. So it's not taking the very first created sprite, but some random others

    ah yes now i see ...

    i think was mentioned before...

    i seen this problem myself also but its not really a problem but more of the ordinary things that where not needed to be fixed i guess cause seemed natural, and no1 complained/or everybody got used with it as in my case.

    what i seen is this: when you first place your sprite object in a layout,that is usually deleted on start of layout unless its the main player and u actually use it from the visual editor placement,

    anyway that very first sprite is affecting every other future code generated of same sprites for example if you first create a fish .. and on start of layout you delete it cause you dont need it...

    then you go create a random number of them doesn't matter under what condition... the new fish created will be exact copies as the one that got destroyed upon removal/ start of layout cleanup/ destroyed 1st on start.

    there is no way around it but ask Ashley here about this. or modify the way C2 engine works i guess. its a cache memory issue i supposed, or canvas cache memory history thing that its only saving the first state and form of a sprite.

    however i always patch this thing by adding a new action under the new created sprites if i want them to be flipped immediately after its created.. i added a condition for it to be flipped or if that is to many lines... just add a new line of conditions similar to this code bellow

    Fish on created ---------------- action for size/scale
    ============================
               if someconditiontoflipison - set flipped/height
    ============================
    ============================
              if someconditiontomirrorison - set mirror/width
    ============================                            
    [/code:1ctslyjf]
    
    since now it did not fail.
    
    but you said its taking some random other... that  makes me suspect of the browser cache you have ... do you use SaveGame System Function? or persistent/global objects? 
    
    Edited: i ask about any saving /caching issue because i seen if you save locally something and then try open a new capx version after you closed that or update a game on a website some cache remains are going to affect it.
    
    Edit2: all that explanation above made basically the same point you said just without the error.... lol .... i feel stupid for not stay and read till i get it right.... yes if its not acting as i said above and as you said... then its a cache problem.. that means... your game if its hosted on a website... and u updated a new version of it... you need to clear the cache history media or the data hosted thing... not sure what counts now... but for me cleaning that in chrome was fixing it.