R0J0hound's Forum Posts

  • Whatever works I guess. I don’t use waits. Most I’ve done is wait till the next frame to work around a physics behavior quirk.

    Typically the way picking works with newly created objects is fine, although you may need to approach the problem from another angle.

    Even in complex picking involving newly created objects you can do it in the same tick, with two events, one to create, and one to pick.

    Also in the interest to make things simpler I’ve also tried keeping track of the uids somewhere to be able to use the pick by uid condition.

    Sounds like the there’s a bug/quirk/oversight or nuance involved with hierarchy in your case though.

  • The pick children could have a different behavior. I haven’t tried using that yet though. Anytime there’s events surrounding creating objects this sort of thing comes up one way or another. A bug report could be valid since there was more complexity added for the children feature.

    Most of the events I write work around when new objects can be picked. It is a rough aspect of the system. The picking system works great when all the objects already are created. It also works well when all you’re doing is modifying some object just created. Beyond that I tend to try a two pass method like create all the objects I need in one event then in a second event pick things again. The wait 0 can work but it makes it harder for me since I often require things to be done in a certain order.

    At one brief point the new objects were added to the object list once created. However that was changed to fix cases where infinite loops were being caused with some events. It’s an interesting design process to try to come up with a different way to handle the picking in a robust reliable way, but I know I haven’t come up with anything I’ve liked. Overall I’ve found the event system to be more complex and nuanced over time so I try to use a simple subset of it that I know the precise behavior of.

  • The why has to do with when new objects are pickable. Basically new objects aren’t added to the list of objects till an event ends and the next event is a top level event. A top level event just means it’s not a sub event of another event, but it can be in a group. Search for “top level event” for other attempts to describe this behavior.

    Wait 0 will delay things being run till the end of the event sheet so the new objects will be added to the object list by then.

    Now pick by uid is a special case. If you created an object you can pick it at any point.

  • Look at the “relative to” parameter of most actions. If you use “camera” you can position relative to the camera pretty easy.

  • You can use the angle() expression for that.

    angle(0,0,xaxis,yaxis)

  • Hmmm…

  • You don’t need the json object. You just need a text variable. The process looks basically like this:

    1. Pick old instance of a sprite and set the text variable to sprite.asJson.

    2. Then create a new sprite, and load it from json with the set from json action.

    text var old=“”
    Pick sprite
    — set old to sprite.asjson
    — create sprite at (0,0)
    — sprite: load from json old
  • I don’t have any real recommendations. Modifying the physics behavior via scripting to be able to access box2d’s filtering will require a fair amount of digging and probably be complex to do if at all possible.

    Skipping the behavior and just using a js physics library directly is another option but it’s a lot of busywork to set things up. Basically it requires making a physics version of objects and synchronizing them every tick. Just a lot of busywork mostly.

    Another option is making event based physics which would give you the most control but would take more knowledge, although you can find lots of not specific to construct tutorials of how to make a physics engine online.

    Simplest solution would be to just utilize the physics behaviors disable collision with other objects feature. Even if that’s a bit tedious. A more complex option would be to have the ramp be just a visual, but you’d have it duplicated off screen somewhere with collisions enabled. Then you’d have a physics version of the ball and a visual version. When hitting the ramp the physics version would be teleported to the off screen ramp while the visual version stays on screen. Or something like that.

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    Unless they are planning on hiring someone to give more support I’d guess no? Most support is user driven.

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  • That line was admittedly hacky. It makes a comma separated list of the three slider values. And since the there are three instances of the text object the iid is used with tokenat to get the values. In short I didn’t want to create three different text objects so I did that instead.

    As for the css I say keep digging. You can do a lot of styling with css but the pain is finding them. Luckily that’s something that a Google search can probably help with.

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  • I guess you could utilize most any website builder. It's mostly just scrollable div html elements with buttons, images, etc... and a bunch of css to style the living daylights out of it.

    You can get away with avoiding html elements altogether to do GUIs in construct on a case by case basis. Things like text input is much simpler with the html element, but if you don't need many features you can do it with the keyboard and text object. Scrolling regions can be done with some masking, but admittedly I haven't seen a solution I'm happy with. The current solution amounts to using pin or something to attach objects to the scrollable area, then with it all on one layer you'd mask it with sprites on top with the destination out blend. The final step is some math to do the scrollbar and clamping to the limits of the scrollable area.

    Again, I'd just deal with it case by case. A gui is the same as any other part of making a game. You break it up into simpler parts and see how to combine them.

  • I don't know why I was tagged here. The only game I could find with that name was just a platformer. I don't I have anything useful to contribute to make such a game.

  • One way. It rotates the corners around the center and scales the y by half. Works only for square sprites.

    dropbox.com/s/jzuay673id006sg/iso_rotate.c3p