CloveltOc's Recent Forum Activity

  • Hey guys, I've been concerned lately and would really appreciate if someone could clear something up:

    I'm using AJAX to load an array (many, MANY values) from a .json file into an array object once. I also load the kerning of a custom font with it, so I'm not worried right now, but I think I'll be using this plugin for other purposes with several files in the future, loading at any time (dialog, etc...)

    So the thing is: keeping in mind that loading a file isn't instant, will the expression AJAX.lastdata be conflicted when constantly loading different files?

    Should I make loading a file a function that gives a signal when finished to be sure, or am I ovethinking this?

    Or should I just load everything from one file (by using tokenat)? Would it be cpu-expensive?

    In the end, everything ends up in arrays so, is there a hacky alternative to have loaded array objects from the beginning without using AJAX (maybe by tampering with the project files)?

    Any help/info is appreciated.

  • Shameless bump

  • Don't have Spritefont+, could you make a vanilla .capx if possible?

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  • Whoops, totally made move towards position up. Sorry!

    Move at angle will serve the exact same purpose, just put angle() instead of distance()

    Jeez, not feeling bright today

  • Move towards position is the action's name

    Position and distance are just parameters of said action

    Distance is how many pixels they will move each time the action is triggered

  • for each star

    if powerup is enabled

    and

    if distance(ball.x,ball.y,star.x,star.y) is greater than (300)

    -(star)move towards position (ball.x,ball.y) distance -20/20 or whatever

  • Short version:

    Many, MANY 1-shot particle instances VS continuous spray instances pinned to objects

    Sorry if this is a silly question, but I've been getting concerned about numbers recently:

    Wanted to make a dynamic particle trail, so I did this: Object has "speed" variable, particle object is created every X seconds on it based on its speed. I didn't go with the "pin continuous spray particle to object" route because it seemed more complicated than just creating them individually, thinking "well, they are just particle objects, who cares if 1000 are on the screen at the same time".

    In my understanding, a particle object only uses one vertex performance wise, so does this make a difference?

  • Gigatron purplemonkey is this transparent update public yet?

  • Bump, interested as well

    Tampering with the .fx file and getting closer to make this a proper shader

    Ok, got the centering working! Going to try making it transparent now

  • Look at what is being set at the beginning. It's the mask! It covers the text at the bottom of the bg object so it gives that smooth effect.

    I don't even know why when the vertical allignment is in the bottom the text doesn't go on. Tried a few things, but came up with a rather hacky solution that works well no matter how fast you spam it!

    https://www.dropbox.com/s/ktfm9hd2f7j28 ... .capx?dl=0

    Also, no condition = every tick

  • Have you seen this, vinigames ?

  • Well, Tekniko, my idea was to build a foundation so you could understand how to make one that fits your needs, but if it is not clear enough:

    The text is constantly lerping towards its origin, but when a new line is appended the text's Y is instantly added the height of a line (in pixels), so even though a new line has been appended, it seems like nothing has changed. The text will lerp towards its origin, and the new line will be uncovered from the mask, that uses substract out (erases all beneath).

    No idea why it wasn't scrolling properly when it's vertical allignment was the bottom, but basically all I did to fix it is change it to top and the lerp value. I really can't see where the complicated part is. What do you mean with " the first line of text stays at the top" ? if you add to the append action &time, you can see that is is always scrolling. Again, I changed the vertical allignment only as an example, you can tamper with it all you want.

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CloveltOc

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