Snowmany's Forum Posts

  • Hey, i'm sorry for sounding arrogant in my previous post i can't exactly recall my mindset at the time perhaps it was due to my misunderstanding of this plugin when i opted for 'fixing' nonexistent issue of having multiple instances of it. But i still like the idea of tagged raycasts as i find it a bit easier to store hit data like that without resorting to variables in c2 itself

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  • Hello ,in case anyone wanted to have fewer instances of this plugin on their layout i crudely modified it to use 'tagged' rays and from now on the expression to access hit data requires tag ,as an example : Trace.HitX("tag")

    It may be possible to attain such behaviour with original plugin but i couldn't grasp it.

    I don't have that much experience with coding and solution i came up with is really wonky and has a major flaw because i took this tag implementation from official "Timer" behaviour ,which accomplishes it by storing 'timers' in dicitonary and freeing them as soon as they expire but i wasn't able to decide on how to free stored ray cast data and in order to do it i made another action just to free unwanted tagged ray cast data.

    It would be really cool if someone could provide a better solution.

    Here is the link to modified plugin :

    dropbox.com/s/f61fzomgmfiv3dr/trace.rar

  • Thanks ,dop2000 this will definitely satisfy my needs and new addon is really solid!

  • Greetings ,in one of my tests with Pathfinding i've hit a brick wall when i intended to get exact readings on the paths that were generated. To be specific i was in need of these aspects:

    • Total path cost
    • Id or other info of cell's which were chosen as a part of planted path

    In my futile attempts i came up with idea which probably would solve this problem by creating Sprite objects (lines) in between root Nodes generated by Pathfinder and later go through entierty of cells of Tilemap placing another Sprite and checking it on overlap with previously created Sprites(lines) as was suggested in this topic however this is a really grueling task and thus i was wondering if there any alternative solutions for my problem.

    I would really appreciate any ideas.

    Tagged:

  • That's been a while since the last post but i was finally able to progress with it a bit further ,now text effects can be set up via simple text tags in xml file

  • Well that's a bummer ,i wish there was more versatile way to do so ,without creating variables by myself. Still thanks ,dop2000

  • It's probably too late ,but i think you can flip your level horizontaly (considering it's a 2d level) just by altering X coordinate of all objects on the layout: LayoutWidth-Objects.X

    I made a .capx as an example ,just press R in the runtime:

    dropbox.com/s/s04yl3vx1wug8te/mirror%20everything.capx

    By no means i think it's the best solution ,but it gets the job done

    I didn't commented the .capx and event sheet looks quite bad ,oops

  • Hello, I'am probably missing on something ,but is there a way to access objects effect properties ,as we can access behaviours settings in events ?

    Here is an example what i want to achieve:

    First of all ,as you can see while seting up your events and actions you can use base properties of behaviour in expressions like: text_char.SineFirst.CyclePosition to retrieve what ever data is stored there and assign this value to a variable.

    But when i want to reproduce those steps with effects like SetColor ,there is no expression for that , i cant type in something similar to text_char.SetColor.Red or anything like that to retrieve information about effects properties. For me the way effects are treated resembles some kind of a function.

    Is there a way to do so ?

    (if this was already addressed in another discussion sorry for the commotion)

  • Sure it is ! To be more specific you have an entire array of words from text , so not only you can Specify which word have which effect but you can even set specific characters in it !

  • Well its sounds like a rather ambitious project ! Best of luck to you ! I hope it turns out just the way you planned it

  • A really neat idea ! its a bit whacky to move around , multiplayer works fine for me. What its going to be ? an Arena styled game or someplace to socialize ?

  • Hey! Just a quick recap of some effects possible with right settings

    Only addition is a LiteTween plugin for fancy transitions

  • Thanks for a such quick reply newt and Prominent ! ill reconsider my project around using Spritefont

    By the way Prominent solution looks really interesting i think it will have it use on a later stages

    Thanks u all

  • Oh Hi ! I was trying to get the width of the actual text in the text object

    Like for instance: If i type in text object "HELLO WORLD" based on each character width its will automaticly calculate the entire width of a string in pixels

    for example

    H - 3 pixels

    E - 3 pixels

    L - 2.5 pixels

    ...

    and the entire width = 3 + 3 + 2.5 +2.5 ... pixels

    So is it possible ?

    Can it work with differnt fonts and sizes ?

    Or am i supposed to find the exact measurment of each character in font by myself ?

    sorry if i missed an equal topic on the forum

    i will appreciate any help u would provide

  • Iam Sorry but is this what u was looking for ?

    https://www.dropbox.com/s/gx3mxk6owekag ... .capx?dl=0