Zack0Wack0's Forum Posts

  • Switching the physics thing to Box2DWeb instead of Box2DJS, which will fix the sh*tness that my alpha version of it had, hopefully. I'll fix the plugins soon, the one moment I think I have no schoolwork is the moment I get heaps.

    1. I think it would be nice to have a unified system of checking for new plugins and installing any new desired plugins from inside C2. Correct me if I am wrong but I think the way it currently works is by posting new plugins in the forums (such as scirra.com/forum/zack0wack0s-construct-2-plugins_topic43422_post271418.html where you download them and manually install them. I am thinking about a system that would allow you to check for and install new plugins from inside C2 (and then perhaps restart C2 (if needed) after new plugins are installed). It would also be nice to have which versions of C2 (r51 for example) the plugin has been successfully tested in. Also giving it the ability to detect, download and install an updated version of a previously installed plugin would also be great. This would also probably include some extra work on the web site.

    Yes, basically every game engine has their own little asset library like this. If you allowed people to upload content too, like images and audio, it would be nice. Not necessary to have the files stored on the site too, you could make it download from a remote repository which would have an update notice file with the latest version information.

    Also, yes I really do want to work on the physics plugin! I'm just finding it hard to get motivated to make it because hilariously enough I hate event driven game engines.

    EDIT: I'll try and work on it this weekend. I think I already said that, but this is the first free weekend coming up I've had for a while.

  • Maybe google doesn't like Safari?

    Sorry, how is this relevant?

  • OK, I fixed it myself. When the socket receives a message from the server it pushes the message to it's internal data stack. When you access Socket.LastData it uses the message at the front of the data stack (index 0) and then removes it. The only thing is the name of the property now doesn't fit a tiny bit, but I'm just going to leave it for compatibility and so that it fits in with the official plugins.

    Re-download from the main post for the updated version.

  • Joomla is just a content management system, it just allows you to easily setup pages on your website, account systems, etc. You can upload it straight to a website as you normally would, via FTP. If you want to insert it into a Joomla page then you will need to do what Ashley said.

  • All versions of Android since Android 1.0 have had embedded OpenGL support on all phones. I think hardware acceleration depends on the phone hardware (any mediumly priced phone and up should have it), however I think all Android 3.0 phones will have hardware acceleration too.

  • This would require a server-sided solution (so something like PHP).

  • It'll only clear if they clear the cache, not the cookies.

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  • It wasn't mentioned on the release page, so I doubt it.

  • Ashley, if you add file bundling to Construct 2, you can also include custom fonts on the canvas using @font-face.

    Providing a transparent canvas shadow on the text element will also anti-alias it. Providing the option to stylize the shadow would also be useful.

    <img src="smileys/smiley23.gif" border="0" align="middle">

  • Agreed, entirely.

  • Unfortunately there really isn't any options to protect JavaScript files, it's completely open-source and it'd be incredibly dangerous if it wasn't.

    Like Tom said, the only things you can do is make the code hard to read. There's heaps of pretty printers though, so even if you change the variable names you can still format it back to it's original state.

  • I'm assuming you used some sort of Windows Virtual Environment?

  • I mean there's onCreate functions on the instances so it'd make sense to have an onDestroy one as well.

  • Hopefully this helps:

    To get the time passed for this tick, use

    ar dt = this.runtime.getDt(this.inst);

    dt is the time, in seconds, that the physics simulation should advance. That should keep the speed steady no matter the framerate.

    To get a callback when an instance is destroyed:

    I just remembered there's already a function for this, because other parts of the runtime need it. Call

    untime.addDestroyCallback(function(inst) { alert(inst.toString()); });

    and it will alert the instance ID whenever something is destroyed.

    To get a callback when an instance is moved or rotated:

    There's nothing for this right now, but for the next build I've added a method for instances:

    nstance.add_bbox_changed_callback(function(inst) { alert(inst.toString()); });

    This will alert the instance ID whenever its bounding box is changed (x, y, width, height or angle is changed). Try to only add one callback and only for instances that really need it, because otherwise it'll add unnecessary overhead.

    Hope that helps, let me know if there's anything else you need!

    Thanks!

    Yep, I already have that code. See the problem is, at least as far as I can see (it might be my logic, who knows) is that currently construct does logic inside the same thread as rendering. So this is what happens:

    1. Engine renders the frame.

    2. The instance triggers the behavior's tick (which at the moment is a bit hacky, I forgot to mention this, is there a way to have a behavior .tick callback rather than an instance .tick callback?) and every instance increments the behaviors ticking count. When the ticking count is equal to the amount of instances with the behavior, the box2d world steps.

    3. As the gap between frames starts to get bigger, the delta between frames increases. Because I'm stepping the box2d world by this amount, it's stepping further in the physics world because the delta is larger.

    You should add an onDestroy callback sometime as well. It'd be a lot more easier. But thanks for that anyway.

    I'll be adding the callback to any instance with the rigidbody behavior. This is so I can move the body in the box2d world whenever you move the sprite's position by events, or rotate, etc.