R0J0hound's Forum Posts

  • To make it work with physics let us think would you would have to do with just box2d. It has similar limits as with C2: circle shapes and polygons, but no recommended limit on the point count. This is just to point out that that library has no concept of other curves so most things need to be approximated by polygons.

    Probably the simplest to do in C2 would be to use a sprite with it's origin on the left and a height of 1. You'd take the vector image and break it up into a poly line alone the edges, then create a sprite per each line. The actual drawing of the terrain could probably be done with the canvas object.

    The one con would be possible tunneling because we'd have only a thin wall to collide with. You'd probably need to set the physics property "bullet" to on. It could work with other behaviors but having objects get stuck inside the terrain is more likely.

    Another option instead of a thin collision edge around the terrain you could take the polyline edge around each shape and triangulate it, then take those triangles and split them into right triangles and create a bunch of right triangles. This would give a more solid feel to the shapes, but the object count would be much higher. Not to mention getting a good trianglulator working would take a bit of time.

    To do either in an automated way you'd need to make a vector image file format reader or somehow export just the polygon lists for easy reading.

    Edit:

    Here's a physics test of the first idea:

    https://www.dropbox.com/s/8mq9enadn2xvq ... .capx?dl=1

    /examples31/curved_physics.capx

    I made the curve in inkscape and exported as a plt file since that seemed to be the simplest to parse.

    seems to work ok.

    Edit2:

    Here's further testing. The image from inkscape was also exported and used as an image.

    https://www.dropbox.com/s/5yhh6eycbxxck ... .capx?dl=1

    /examples31/curved_physics2.capx

  • Probably a detector sprite below the player or using the "overlaps at offset" condition.

  • You can use layout sizes up to the maximum value of a 64bit floating point number, approximately 10^308.

    The screen size limit is probably much less, but the limit is from the computer itself, not C2.

    It will handle that size just fine, and I've seen many games here that use such a resolution.

  • Those are the ones. The sln in the ide folder is for the construct editor itself.

  • When you export, the code for your game is in the js files that are exported. It's not readable though.

    Edit: now that I read the previous reply again I find myself pretty redundant. Guess I should sleep more.

  • I haven't done it in a while but as I recall sourceforge had a way to download a compressed .tar.gz of any folder. If not then I think you could use a Svn client program to get all the files.

    After that you copy one of the templates folders in the sdk directory. Then open the sln file in the folder with visual studio. 2005, 2008 and I think 2010 will work. The express versions will be a problem because they don't have the needed atl libraries. You can get them in other ways, but you'll have to dig up the older posts about it.

    I don't recall the direct X sdk version needed but you can find that in an older post here as well.

    There used to be a wiki with info on how to make a plugin but sourceforge ate it. All that's left now are some older posts in the construct engineering forum I think.

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  • I think so, I won't be near my PC till tomorrow to check. If you run it on your cap file it will output a second file. From that you can see if adding more objects still causes an error. If it doesn't change anything then it may be something else.

  • Pm me the capx and I'll see if I can fix it. It sounds like a problem encountered before where new objects overwrite old ones. Not sure how it gets like that but the problem as I recall is the capx has a number in it that defines the next object id to use. The glitch is when that number is lower.

    Anyways I think I made a utility to fix that somewhere on the forum if you can find it. Otherwise send me the capx and I'll take a look.

  • So does it display anything before it crashes? Like does it crash immediately?

    Apart from unstable things, like using the "or" condition, it sounds like something might be amiss with the capx itself.

    You said it happens after you add a Sprite and stops happening when you remove it. How about if you add an array object. Does it still crash with that?

  • I guess it would depend on what the runtime error says. Sometimes it's more descriptive. I thought it would say if you ran out of vram but I may have remembered incorrectly. However if removing the objects let the project run again that may be the issue.

    The editor itself uses vram too if any layout tabs are open. I had a pc for a bit that had a very low amount of vram so I had to close all layout tabs before right clicking the layout in the project toolbar and selecting "run layout". Also if you run in debug mode it should show the estimated vram usage in the toolbar.

    Moving over to C2 wouldn't give you more vram so you'd probably run into a similar issue.

    Now if adding another object at all, no matter it's texture size, causes the runtime error then there is something else amiss, not vram running out.

  • You can make the angle of motion change randomly a bit right after a bounce.

    Ball: is overlappin collider

    --- ball: bounce off collider

    --- ball: set angleOfMotion to ball.bullet.angleOfMotion+random(-5,5)

    If that's too much use a value smaller than 5.

  • Nothing looks out of the ordinary, it should work. I'm guessing the event isn't a sub-event of something. I'd still say that something else is going on like some other event causing all the claws to collide with the cutscenePoint or something. Of course that's just speculation.

    I guess the next step would be the capx or a simplified version of it with the same issue. That way we have something to work with and find the cause.

  • You can use the browser object to get the charcode instead of the keycode. It can't be a trigger, so instead a list of keys pressed that tick is made and looped over.

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

  • What you do is start the puzzle in a solved state then have it do 100 random moves to jumble it up, that way it's known to be solvable.

  • You can use text values too. Actually numbers and text are the only values you can use in C2 expressions.