Mipey's Forum Posts

  • Well, that works, too :P

  • Would changing the version in the XML file work? Worth a try. Oh, and make sure you have a backup copy.

    If I recall, though, there were some significant changes between 95 and 99 that involved changing some properties... Might cause issues.

    Edit the .caproj file and fix this line:

    <saved-with-version>9900</saved-with-version>

    To 9500 or something, I think. Good luck!

    P.S.: If you manage to open it, do "save as" and save it as a brand new project that should deal with any artifacts from 99.

  • Hold your horses, even brits sleep at night. ;)

  • In layman's terms, it gives you the percentage of point between two values.

    You have points A and B and you want to know where your "x" between points is in relation to those points. So you do unlerp(A,B,x) to see where the x is standing relative to the range between A and B.

  • Yeah, I was thinking that as well. Just wanted to throw it out, as a bone to chew on.

    Demos didn't seem particularly CPU intensive.

  • 3D rendering aside, what about 3D physics? Apparently cannon.js is a 3D physics JS library written from scratch.

    Follow the white rabbit, uh, link for examples. I don't see much use for the library without some sort of 3D renderer, but there it is.

  • Does it work properly outside CocoonJS?

  • My biggest flaw is the asset creation. Since art and music are all done, this should be a cinch for me. I'll be emailing you for details!

  • As for touch events, I'm not sure why SpriteFont would interfere with other plugins... Perhaps they obstruct touch areas, check SpriteFont instance sizes by toggling debug on.

  • superkew: Thanks, I'll take a look at it.

    Hmm, requestAnimationFrame? What the heck, there is no such thing in the plugin...

  • Damn. Well, I'm stumped; I don't know why it won't work on CocoonJS.

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  • You can simply fill the visible area with sprites and swap images as necessary, simulating "moving around". Nothing is outside the visible area. That's the standard practice.

  • Hm, I've been considering to make a plugin that would allow one to freely render a given texture. It'd work kinda like this:

    • single texture / image
    • you have full control over how you want to render it; fully, partially, whatever
    • every tick, the plugin would collect instructions and then execute them in one go

    So it could be used as a tileset, texture atlas, etc. Control animations, tiling and such yourself. However, those would be textures only, not objects like individual sprites. They won't have any UID, variables, properties, behaviors etc. They're just textures and it is up to you how you draw them.

    I'm not sure if there'd be much performance boost, as Construct 2 already optimizes rendering routine. It would just be an alternative to sprites and tiled backgrounds, if all you need is a texture that you can abuse.

    Would there be an interest?

    Rory: Link just leads back to this thread :P