R0J0hound's Forum Posts

  • Oh, right. I forgot to add these two actions to the second event:

    --- set oldx to mouse.x

    --- set oldy to mouse.y

    That should fix it.

  • You can do it with a sprite that has it's origin at the left-center. It's height is the thickness and if you make it global it will survive till the next layout. The events to draw it is below. You can also create a circle sprite at the mouse to make the line look better at angles. You then can make the created objects solid or something.

    global number oldx=0

    global number oldy=0

    on left click

    --- set oldx to mouse.x

    --- set oldy to mouse.y

    left mouse is down

    --- create sprite at (mouse.x, mouse.y)

    --- sprite: set angle toward (oldx,oldy)

    --- sprite: set width to distace(self.x,self.y,oldx,oldy)

  • You can compare the frame number and there is also a "on animate completed" condition. Either of them could be used.

  • MarkMoriquendi

    Here's an example of the idea.

  • Zathan

    An effect can do it. I'm just saying there is an existing effect that is supposed to do it, but it appears to be bugged.

  • ldalvarez

    On the tilemap object, change "collision mask" from "bounding box" to "use collision polygon".

  • I agree with you it is easier to do the motion and such is a grid view first and then map that over to isometric.

    The simplest way to map it over is to have every grid object in a container with it's isometric equivalent.

    Iso X = grid.x-grid.y

    Iso y = (grid.x+grid.y)/2

  • You can do that with any other sprite as well. Basically you use a layer with "force own texture" and put the canvas and plane in it. The canvas has the "destination out" blend.

    layer 1: force own texture=true

    --- canvas: blend="destination-in"

    --- plane

    layer 0

  • The wait action delays stuff to run later. It doesn't make the events pause.

    For more info the manual is a good source I think.

    Edit:

    https://www.scirra.com/manual/75/how-events-work

    https://www.scirra.com/tutorials/56/how ... ait-action

  • Since the op mentioned wanting multiple snakes the above would only work if each snake were a different object type. Here's a go at using a for loop to do it. In a way it looks a lot cleaner to me.

    https://dl.dropboxusercontent.com/u/542 ... nakes.capx

  • https://www.dropbox.com/s/ye0lvc5l7kezc ... .capx?dl=0

    /examples33/multi_catmull_rom.capx

  • From what I found here:

    http://www.zetaprints.com/help/coreldra ... perations/

    The "lightness" blend keeps the hue and saturation of the back and keeps the lightness of the front.

    The "luminosity" effect in c2 matches that description, but doesn't seem to give the same results. Perhaps it's a bug in it somehow since a fair of math is involved.

    The basic logic is to convert the back and front from rgb to hsl, then take the hue and saturation from the back and the lightness from the front to make a new hsl, finally that is converted back into rgb.

    That's the logic needed to make an effect, or the info needed to debug the luminosity effect if someone is curious and has the time.

  • You could do the following. Store the x,y position of the sprites into private variables. Then move the head or first sprite in whatever direction you like. And finally just set the other sprite's position to the saved position of the previous one.

    every tick

    --- sprite: set oldx to self.x

    --- sprite: set oldy to self.y

    pick sprite instance 0

    --- sprite: move forward 32 pixels

    pick sprite by comparison: sprite.iid>0

    --- sprite: set position to (sprite(self.iid-1).oldx, sprite(self.iid-1).oldy)

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  • AnD4D

    Polar would work for that, just set the angle to the angle to that location from the object and magnitude can be the force amount.

    You can ignore the offset if you like. With zeros it's applying the force to the center of mass on the object. The offset specifies a position from the center of mass, which in turn would give some torque.

  • It will draw whatever you tell it to. If you wanted to do that with polygons and lines I see no issue, other than to be tedious inputting all the points.