QuaziGNRLnose's Recent Forum Activity

  • I think it's generally a good idea to stick to ASCII when naming files or you will run into problems, not every software developer is thinking about how to set things up to work with foreign languages and every possible file system, it'd be like complaining something doesn't work properly on an Amiga's file system.

    CD's are old and largely obsolete media, and the only real answer is to be more careful mixing new standards with old standards. forward compatibility is tricky and there's always going to be unavoidable issues.

  • for "x" 0, width

    for "y" 0, height ------------ create object pixel at (loopindex("x"),loopindex("y"))

  • you just need two for loops to create all the objects, however you should really use paster instead of separate objects for each pixel.

  • xeed, what you're attempting will most likely not have good performance. I think you're trying to make something similar to worms where the terrain is destructible, and really you shouldn't be using collision checks at all. You need to use some kind of fast bitmasking on a fast array, and you'll likely have to do some magic in javascript to get something like this to actually work properly at real time speeds since javascript isn't very friendly with low level array operations. representing each pixel by a sprites is a really terrible way to go about it and the n^2 complexity will make it unusably slow. It's a lot harder than it seems!

  • Is there any method of retrieving an array/list of the instances which are to be created before ".oncreate()" is called? i wan't to scan through the properties of multiple objects to do some preloading of specified files in the properties.

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  • irina

    right now the plugin is for intermediate users, as you control very low level systems and it can be complicated to understand if you have no programming background. I'm working on an update to make it easier/more construct like and more documentation will be available once that's out.

    There's no try before you buy at the moment, as I don't know how I could implement this, but the list of available actions are available on the front page.

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  • Awesome thanks!

  • Ashley, i was wondering about why transparent backgrounds / "alpha canvas" is disabled in nodewebkit, specifically around line 329 in preview.js right before the renderer is created. I understand that alpha "doesn't work in nodewebkit", but my plugin, and perhaps others in the future, need to modify the z-index of the construct canvas to use it as a 2D overlay. I enabled alpha canvas for nodewebkit by disabling the flag, and truly nothing changes except the fact i can then use the construct 2 canvas as an overlay within node-webkit. It's an anti-feature to the node-webkit exporter to disable it this way, and right now the only way around it is for me to tell users they have to disable it for a particular basic option of my plugin to work in tandem with construct 2 in node-webkit.

  • You could use the "inside mode" and set the background alpha to 0, that way anything behind the Q3D object would be visible, and anything above would be visible. Inside mode however is buggy on some browsers (i can't fix the fact they dont support video to texture properly). The better option is to use the behind mode, set layer transparent to on so you can see the Q3D canvas below the layer, and make your "parallax background" a Q3D object or textured Q3D plane far in the background, which is how a 3D platformer like Trine is doing it in the first place. With Behind mode you can't show construct content behind the Q3D canvas, but you don't really have to, and this will work on all platforms without the overhead of video to texture.

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QuaziGNRLnose

Member since 2 Aug, 2008

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