R0J0hound's Forum Posts

  • From the plugin list

  • Here's a demonstration.

    https://www.dropbox.com/s/1xl1a8ueffjp0 ... .capx?dl=0

    /examples23/interpolation.capx

  • [quote:2o29smuc]- And (the most important part) make it so that when two sprites overlap (for the binary suns in the picture above), the color of the intersection is the background color.

    For that bit you can use the xor blend. Only note the xor blend doesn't work with webgl so you'll need to set webgl to off.

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

  • Instead of just creating circles you could also create lines from circle to circle. The line can be done by rotating and scaling a sprite like in this example:

    how-do-i-expressions_t106009

    I found a capx in my files that may also be of help:

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

  • This topic may help, It plots a path the matches the physics sim.

  • You don't have to use ie9, you could also use firefox's or chrome's engine as well. That being said you're probably better off using nodeWebkit since it was picked because it has good compatibility and performance. There are other wrappers around the internet you could use to wrap the html5 export of your game as well. It would be a last resort to make your own wrapper in most cases since it would be time consuming and probably require expertise to improve on existing wrappers.

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  • corlenbelspar

    Probably not with this plugin.

  • Sprite instances share the same set of image so if you replace an image it will be replaced for all other instances. One method that's often used is to just add a lot of empty animation frames for the number of images you might use during runtime. Just set the animation frame before the load from url action and be sure the animation speed is 0.

    That being said tiledbg and all these third party plugins can have a unique image per instance.

    plugin-paster_t88750

    http://www.scirra.com/forum/plugin-canv ... 46006.html

    plugin-sprite-sheet_t90520

    ^ I may be remembering wrong about this one.

    plugin-spriteurl_t69119

  • When the ball is overlapping the sand can't you set the linear damping higher and when it's not overlapping sand set the linear damping lower?

  • EncryptedCow is a ninja, but here is a capx I was going to post with the same idea he mentioned.

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

    thedigitalchamp

    In your capx the main issue is you aren't putting the words into the array.

  • Your posted capx is broken (The layout files are missing). I grabbed the art though and made an example of grabbing and throwing.

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

    Space is used to grab and once an enemy is grabbed Space+Left or right will throw.

    After adding the sine behavior to the enemies I'm amazed by how enjoyable it is to throw the enemies off the screen.

  • Something like this should do it:

    global number speed=0

    every tick

    --- set speed to distance(0,0,Sprite.Physics.VelocityX,Sprite.Physics.VelocityY)

    System: variable speed > 90

    ---- Sprite: Physics: set velocity to Sprite.Physics.VelocityX/speed*90, Sprite.Physics.VelocityY/speed*90

  • Alpro

    It can be done by modifying the capx with the info from my last post, or you could setup a function to do a Quadratic Bezier Curve, which is like lerp but you can do this:

    http://en.wikipedia.org/wiki/B%C3%A9zie ... tic_curves

    and here's the math for it:

    http://en.wikipedia.org/wiki/B%C3%A9zie ... ier_curves

    The math doesn't look much simpler:

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

    You can change up the path by changing xmid and ymid to another location.

  • Using this:

    function dir(object)
    {
        methods = [];
        for (z in object) {
            methods.push(z);
        }
        return methods.join(', ');
    }[/code:1bptsq29]
    I was able to see all the members of cr, instance and renderer.
    
    cr.
    plugins_, behaviors, logexport, seal, freeze, is_undefined, is_number, is_string, isPOT, nextHighestPowerOfTwo, abs, max, min, PI, round, floor, ceil, vector2, segments_intersect, rect, quad, RGB, GetRValue, GetGValue, GetBValue, shallowCopy, arrayRemove, shallowAssignArray, appendArray, arrayFindRemove, clamp, to_radians, to_degrees, clamp_angle_degrees, clamp_angle, to_clamped_degrees, to_clamped_radians, angleTo, angleDiff, angleRotate, angleClockwise, rotatePtAround, distanceTo, xor, lerp, unlerp, anglelerp, qarp, cubic, cosp, hasAnyOwnProperty, wipe, performance_now, ObjectSet, KahanAdder, regexp_escape, CollisionPoly, SparseGrid, GridCell, effectToCompositeOp, setGLBlend, round6dp, equals_nocase, Property, Parameter, Condition, Action, Expression, FontInfo, ParseFontString
    
    instance.
    SetPosition, SetSize, GetSize, GetLayoutSize, SetHotspot, GetBoundingRect, GetBoundingQuad, EditTexture, GetTexture, GetOpacity, GetAngle, DrawTilemap
    
    renderer.
    Quad, Line, Line3D, Fill, Outline, CreateFont, ReleaseFont, LoadTexture, SetTexture, ReleaseTexture, EnableTiling, SupportsFullSmoothEdges
    
    A.
    1. Not that I could find.  Possibly there may be another global namespace, but since there isn't any plugins that use such a  thing it probably doesn't exist.
    
    2. Looks like there's a setPosition() but no getPosition(), so I guess averaging the corners it the only way currently.  There is a getAngle() though.
    
    3. See list above, other than that the following js files are used at edittime:
    common_prelude.js
    edittime_prelude.js
    
    Other than that you possibly could open C2 in a hex editor and find a list of js names, but I don't imagine you'd find many more.
  • You could use the "System:pick by comparison" condition with the distance() equation and an enemy "range" instance variable.

    Ex.

    System: pick Enemy by comparison distance(enemy.X, enemy.Y, player.X, player.Y) < enemy.range

    --- enemy stop