Ruskul's Forum Posts

  • Colludium - That is what I'm looking for. I had a post about finding surface angle (normal) a while back. Ashley asked why I needed it but then never got back. I am pretty sure the system could tell you this info, I know physics can tell you this as well, and I can create it myself by mucking about with object sensors and different object types with a known slope on one side.

    I just prefer elegance though. and any system I make requres alot of placing of objects in the editor.

  • I used to have a system that monitored dt and set multipled it by an arbitrary scale of my own devising...

    Basically I would scale anything dt related by this in order to perceptually slow down the game while running at low fps.

    I also used it in a physics game in order to stop the built in limit of 30fps from changing timestep... then I realized it can be changed in the behavior without a problem (exposed a new property yay)

  • +1 ... It was super annoying when new to c2 then I kind of got used to it... But you are right, having to juggle the last few events is annoying.

  • Colludium - Right you are! I tend to do everything without behaviors, but this function is good to know about. I wish custom movement used it (behavior idea)

    I have been trying to find the best way to calculate surface normals on collision and these function peaked my interest. It knows surface normals... in a way... consequently it also can be used to create a platformer that uses elasticity and friction without using physics

  • newt - right, and that is what I am imagining you could do. But as it is you have to calculate it by some other means

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  • So,

    Does anyone have a clue why attributes are handled the way they are? Shouldn't there be a behavior which the attribute can be set as a text and used within the sdk in the same way? Why are they handled the way they are?

    There should be but one attribute behavior and then flags, tags, whatever, can be dynamically added to it - not this hard coded, tied into the system business.

    From what I understand so far, there really isn't a way to add your own attributes that can be used with another behavior. The platform behavior is so intertwined with with attributes which are handled by the system, and uses specific system info in a very tailored to it sort of way... the platform behavior breaks all the rules.

    Is there are way to get around this?

    The whole push out of solid stuff is a real pain in the but It would be nice to be able to say push out of object with <attribute>.

    anyway

  • So, I have received seemingly competing info on pre tick and posttick stuff.

    I read through all of preview.js and this is what I see and the order in which it is called:

    pretick - -called on all objects that have used pretickMe()

    tick - -called on all Behaviors with tick()

    posttick -called on all Behaviors with posttick()

    tick -called on all objects that have used tickMe()

    EVENTS RUN HERE -Event sheets are called and ran.

    tick2 -Called on all Behaviors with tick2()

    tick2 -Called on all objects in the list having used tick2Me()

    Just to clarify, post tick does not occur after events have run but before they run. Ya... anyway... so if you write an AI behavior to control a platformer (uses post tick) you should be aware of where things be!

    I am not clear if you can add a behavior to the update list or not (using tickMe() for example) but you can certainly call it on plugins.

  • Hey everyone,

    I have been reading through every code file I can in construct 2 and I found in preview.js a BounceOffSolid function. Nothing references it in any file I have looked through. Did there used to be a behavior or custom movement option that used this?

  • Hello,

    I have a question,

    I've pretty much read through most of what I can find in the c2 folders. I have noted that system contains all of the system aces, but I can't seem to find the file that is the equivalent edittime.js

    I want to make some changes (for fun at the moment) but can't. Is it wrapped up somewhere that is not accessible.

    The same thing goes for the cr namespace

    Long story short I am trying to be able to reveal polygon collision details but I need edittime.js (or whatever it is called) and cr . I noticed on export you can find and read cr space but ... not before export.

  • You can set parallax at runtime. Maybe play around with that?

    Ya, but that would kinda be a mess of calculations to get the same thing... for an permanent of offesetX = 5

    you would have to do... :

    layer parralax X value = (scrollX + 5) / scrollx or something

    but here is the thing... it will never work when scroll is at 0,0 or when crossing the origin. (scroll x=0 and scrollx = -2)

    It would be way more straight forward to just add the offset at a draw call

  • Hey everyone, just nerding out at the moment with with some emulator code for the gameboy, and I thought:

    How cool would it be to have a ClassicSprite plugin in construct 2?

    Basically, it would function as a sprite but also have some neat perks/limitations.

    You could set the number of colors (2,4,8,16), Create/import palette data, and assign palettes to the sprite.

    The result would be retro, but would allow palette swapping, and palette animations. If one wanted to get super fancy, there could be the master palette that an individual palette refers two. To make a Nintendo game, you would set the palette size to be 4 colors and limit yourself to a total of 8 palettes.

    Mostly, since I make pixel art anyway, it would be really cool to have indexed sprites and palette animations on the fly from within construct2. Who knows, it might also come with some performance perks

  • Basically, you can change the variables to what you want, but essentially, I have 1 bullet and block

    the bullet has a variable i called color and stores a string. The block has a Boolean variable, but you could even use the solid behavior as the flag instead (is solid enabled).

    Basically, when a bullet hits a block we check to see if the block is the right color (on or off) to be changed by the bullet. If it needs changing we do so.

    I use animation frames on the block to what color it is. Since a boolean = 1 or 0 (true and false) when I set an animation frame to the boolean, I am setting it to either be 1 or 0. Just remember if you use frames in the animation, you need to make sure you have the animation speed set to 0;

  • Okay, now I think I understand what you want.

    the Tilemap plugin should have it's position left alone. Think of the actual tilemap as a grid where different tiles can be displayed. If you move the tilemap, then you move all the tiles in that map. You can turn tiles on or off by setting the tile at a specific location to be any tile within the tile map. you can get this number by looking at the number when you hover over it in the selection panel.

    The problem with the tile map, is that does not support collisions being off unless it is an empty tile. But it looks like you want a tile to still be there even when it is not solid.

    Instead of using the tile map, you could use something like this:

    .

  • newt lol, but is that really that handy in comparison to a built in feature

  • yep! The tiled object renders the image as is (though it needs to be square and be 8x8, 16x16, 32x32... and so on)