oosyrag's Forum Posts

  • Try adding a System-Pick all sprite condition as the second condition and see if that's what you wanted.

    Otherwise I'm afraid I'm not really sure what you are asking for.

  • Theory only here, no experience.

    You can attempt to get a camera stream with the user media plugin.

    The user media plugin will allow you to save a snapshot, which can then be loaded into a sprite object.

    You can then utilize the sprite with the drawing canvas plugin to get pixel data, with which you can parse somehow to detect your desired label. This would be the difficult part. Also this may run too slow asynchronously to be effective in realtime.

    So possible yes. Image recognition is beyond me though.

    I imagine a simple overlay onto a camera feed like Pokemon Go should be relatively easy.

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  • Its probably fine as long as none of those objects get deleted and recreated in the editor or runtime.

  • Construct 3 does not natively support sprite mesh deformation. I don't know if there are any third party plugins for it.

    I would look for a dedicated imaging program for this type of image manipulation. I believe Spine is a well known one, and Spriter 2 (not yet released) plans to support mesh deformation.

  • You can do this with the File Chooser plugin to upload an image, and Drawing Canvas plugin to do the cropping in conjunction with blending modes for the cropping interface.

    Depending on how you want to implement it though it might not be a particularly simple project.

  • + Touch: On touched Sprite

    + System: For "loop" from 28 to 35

    + Sprite: Pick instance with UID LoopIndex

    -> Sprite: Set animation frame to LoopIndex-27

    On a side note, I generally would not recommend using UID like this, although I don't know how your project is set up.

  • Have you tried different browsers on mobile to see if any work?

  • Tilemap collisions can normally be checked without any behaviors.

    When testing for collisions with a Tilemap object, empty (erased) tiles count as not colliding, and all other tiles count as colliding. A custom collision polygon can be set for individual tiles by double-clicking a tile in the Tilemap bar. Note however the collision polygon cannot be entirely removed from a tile: only an erased tile counts as not colliding at all.

    construct.net/en/make-games/manuals/construct-3/plugin-reference/tilemap

    Perhaps you want to add the solid behavior to the tilemap? It will then have special interactions with a variety of behaviors.

    If you want it to interact with the physics behavior, give it the physics behavior and enable the immovable option.

    construct.net/en/make-games/manuals/construct-3/behavior-reference/solid

  • I use the built in editor extensively for placeholder graphics.

    For any production assets, I would never use the built in editor. There are many excellent options, such as Adobe products, Inkscape, Spriter, Gimp, GraphicsGale, Ect.

  • > You can still use while (stop loop still will work the same way), but you'll need to track your progress manually rather than using loopindex is all.

    Of course. The problem is, while the loops is running there doesn't appear to be any way to update a progress bar, a text or anything else. One of my while loops could likely take up to 5 seconds, during which time, the game is completely frozen. Since this will be during startup, those kinds of delays are considered acceptable. Not updating a text or a progress to prove the game hasn't crashed for 5 seconds? The vast collection of impatient gamers on this planet will have a collective embolism.

    I exaggerate but you get the point.

    Yes. The point is if you stop a loop, the current tick will complete, you can update progress text, and continue looping the next tick if you kept track of how far along the loop you were. You can control how many breaks there are depending on how long you expect the loop to take. In my first example I made 100 breaks, to give a percentage progress indicator, thus if my loop took 300 seconds to run in whole, progress would be seen every 3 seconds. Or if it took 5 seconds in total, it would update every .05s.

  • You can still use while (stop loop still will work the same way), but you'll need to track your progress manually rather than using loopindex is all.

  • This could possibly be an interesting feature suggestion.

    A stop loop action except that instead of terminating the loop, it will complete anything that remains in the following tick.

    Edit: Also gives me an idea for a different approach.

    Progress=/=TotalIterations

    For "loop" from Progress to TotalIterations

    -> Do x

    -> Set Progress to loopindex.

    -> Stop loop based on desired trigger

    The following tick the loop will run again, starting at wherever you left off when you stopped the loop

  • For long loops with progress indication, I use nested for loop with a progress/iteration counter.

    Every tick if 0<"progress"<=100, add 1 to progress

    > For "loop" from totaloperations/100*(progress-1) to totaloperations/100*progress

    This will start running by setting progress to 1. 100 is an arbitrary number for how many steps/ticks you want to divide your operation for. My main application of this is for parsing, where totaloperations is the tokencount of what I want to parse.

  • Your idea would work.

  • Off the top of my head change the "Set angle" property to "Yes" and/or use the Object-Bullet Behavior "Set angle of motion" action instead of Object "Set angle" action.