R0J0hound's Forum Posts

  • nd for more than 4 points collision polygon ?

    Is it planned for future ?

    You can already do this. Right click on one of the points and click "add point".

  • This should do it:

    <img src="http://dl.dropbox.com/u/5426011/examples16/mattb.png" border="0" />

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  • You can do isometric levels, it's no different than normal 2d levels, with the exception of dealing with depth. You could also use the program called "tiled" to make the level and load it with the tmx importer plugin.

  • To make it have no rotation you will need to add another variable to the Sprites and call it "angle_toMove". Then istead of setting the angle of the sprite set that variable to angle(self.x,self.y,self.target.x,self.targety). You will also need to change the two "move forward" actions to "move at angle" actions, where the angle will be self.angle_toMove.

    I don't understand the isometric portion of the question, can you expound on what is different about isometric movement?

  • For a line add a sprite and make it's origin to it's left/center.

    To make the line between two objects:

    1. set the line's position to the first object.

    2. set the line's angle toward the second object.

    3. set the line's width to the distance between the two objects.

    EDIT:

    And yes you can use the canvas plugin to draw a curve (a line as well if you want).

    http://dl.dropbox.com/u/5426011/examples16/canvas_curve.capx

    made with r110.2

    The canvas plugin wraps much of the html5 canvas so you can use javascript examples as a guide.

    https://developer.mozilla.org/en-US/docs/Canvas_tutorial/Drawing_shapes

  • A loop is unavoidable. You could unroll the loop and make more events to check each letter of the text but you would have to repeat the events the max number of letters you want to handle. The end result would be a bunch of repetitive events that are hard to maintain, only handle a maximum number of letter, and would likely end up performing the same.

  • This should behave the same as your events:

    +for each BuildingFamily
    +System: TowerSmall.X-Basket.X <= 300
    +BuildingFamily: Number = TowerSmall.Number
      -> BuildingFamily: Fade: start fade

    The "for each" would not be needed if there was only one instance of TowerSmall.

  • Set the deceleration of the player sprite to zero, and add an event to set the "platform vector X" to 0 when the player lands. That should make it more accurate.

    I divided by 60 in the expressions assuming a constant 60fps. In reality the framerate varies so the exact path can't be found.

  • Yes, boids, they are used for simulating flocks of birds or movement of groups.

    Here is my reference:

    http://www.kfish.org/boids/pseudocode.html

    First attempt:

    I basically used the same format as the ref. I think I made a math typo in it somewhere, it's a bit unstable in spots.

    https://www.dropbox.com/s/lyolk1o1lzap0 ... .capx?dl=0

    2nd:

    This is a rewrite from scratch in a typical event fashion. Only eight events and I seem to have fixed the math so its a bit more stable.

    https://www.dropbox.com/s/oaybpue9w88yd ... .capx?dl=0

    3rd:

    This rewrite is based on the idea that it would be cool if vector math could be done directly and not have to do the formulas with the components of the vectors. The result was a lot of the math was hidden in a bunch of reusable vector functions. All the function.calls in the expression kind of counteracted the simplifying of expressions I was going for. Not to mention that it's a bit more tedious writing expressions with my system because errors are just ignored.

    https://www.dropbox.com/s/rpqmyaypsxo4u ... .capx?dl=0

  • When colliding the amount the two objects overlap will vary.

    One solution would be to back out of the obstacle until not colliding and then turn and moving by the amount backed out.

    http://dl.dropbox.com/u/5426011/examples15/train.capx

  • You could use a separate object for the slope and make it solid. Then detect when the player is on the slope with "player is overlapping slope an offset (0,1)" and move the player off the slope with "player: set x to player.X+1" to make it slide.

  • Ok, I fixed that bug and tweaked it a bit. Re-download from first post.

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  • It won't work on the base layer since it doesn't have any transparency, but if you add another layer it should work.

  • It's working for me on two different computers, Firefox and Chrome.

    What is it that isn't working? Does the sprite draw with no outline or does the game not load?

    Does the sprite you apply it to have any transparency? The outline is applied between transparent and opaque pixels, but it doesn't draw beyond the sprites quad so a solid color sprite will have no visible outline.