flibble's Forum Posts

  • My first on Google Play, "ATV Challenge".

    It's physics based so needs a modern(ish) tablet ( I tested it on the 2013 Nexus 7 and get full 30fps, the Nexus 2012 struggles a little more - 20-30fps).

    It's free

    Constructive criticism welcome!

    https://play.google.com/store/apps/details?id=com.dysthesia.ATV

  • Ahh, ok thanks.

    To an outsider it seems like a really simple thing for a CPU to do but when you explain it it makes sense as to how much more it takes and how wrong I was

    Cheers for the response I'll go work around it!

    Thanks again

    Flib

  • Would absolutely love to be able to get the RGB colour info from a specific X,Y coordinate (either of a image/sprite or layer, whichever's easiest to implement!).

    I'd be using it to get the values of where one sprites origin is overlapping another image (thing heightmap).

    Will delve in to the murky art and have a go myself but it's probably super simple when you know what you're doing already

    Thanks in advance,

    Flibble

  • I've published one (cocoon js compiled), what problem are you having?

  • Sounds good to me, would have saved a few minor brainaches for me :)

  • I'd be surprised if it would upset anyone, surely it's the same as me editing a photo on Photoshop or a document in Word, etc.

    Is there a restrictions page/readme that I've missed or forgotten somewhere?

    If not and there's no word from the devs then I'll be happy to help.

  • I've been reading endless programmers thoughts on it so far (Mostly searching A* isometric alogs) and haven't heard that said yet but you may well be right :)

    However, In C2 and specifically the pathfinding it wont work due to the offset of the tiles as they are not square.

    This won't divide into a square grid whatever way you rotate it.

    <img src="https://dl.dropboxusercontent.com/u/201483942/isomtile.png" border="0" />

    I'll keep on trying though!

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  • Bit late to the party but must add a big +1 to the request for isometrc pathfinding.

    I can't see at all (been trying for a week) how the current pathfinding nodes translate to isometric, they do 2.5d well but that's a whole different game style. Isometric tile heights are half the tile width and the whole board (and each node obviously) is a diamond not a square so odd and even rows/columns of nodes will be offset from the one above.

    Setting the layout angle to 45degs gives a close approximation, ie. coming directly N,E,S or W leads to the correct zigzag motion.

    Hopefully I'm missing the obvious and will keep on trying wither way :)

  • dl.dropboxusercontent.com/u/201483942/Lighting.capx

    Just a quick note for any admin that wander through this way: I'd have thought Paying for a copy of C2 would enable me to be spam proof enough to post URL's! :)

    Arima

    scirra.com/arcade/action/10072/supergetaway

    Delete this please: ^^

    Works in everything else (to a certain degree ;) ) but all out of scale and unplayable here.

    Would be handy to be able to test it in the arcade environment before uploading!

    Thanks :)

  • You mean like a torch effect?

    There's a good demo in the construct2/examples folder.

  • How odd!

    Any chance you could upload a capx to peek at?

  • In that youtube link it looks like you could just do the same again in reverse as he did to jump from earth to the moon?

    On collide with "red" & Orbit = 1 Then set angle towards (earth.x,earth.y) & set orbit=0.

  • Minor update, removing the bits of code one by one revealed the bit I've now highlighted in green to be the bit of code that freezes the game after compiling for HTML5 website.

    Remove it and it all works - except the high-score table which works fine in android/debug etc..

    Tried it on a different PC and the same occurs too :(

    Edit to mention:

    "HIGHSCORE" is a Global text variable = "0,100,300,400,1000"

  • As above ^^ before this release it happened almost every time - since the update it's been fine :)