R0J0hound's Recent Forum Activity

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    Did the usb drive just stop working or did it’s file system get corrupted?

    If it’s the latter you may have luck with a recovery tool that just scans the drive in a low level way and gets any files it can find.

    If it’s the former there are companies that can recover data off of broken hardware like that. I’ve never used it but from what I saw they often let you send your device to them and they’ll look at it and give you a quote to do the recovery. You may be able to just contact them to get a ballpark estimate since I’m guessing it’s case by case.

    Anyways cheers

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  • A rough idea would be to use one or more perlin noise textures moving around, then use a gradient sprite to have it fade. You can use the particle effect too but with a much smaller spray rate, it's only needed for the little pixies.

    Here's a proof of concept:

    https://www.dropbox.com/s/77v8r2wp0nwpi ... .capx?dl=1

    Multiple instances of the same noise texture randomly scaled and moving forward with random speed and angle. I also threw a sine on the opacity for more variance. I then used a gradient and a solid sprite so everything fades to black. If you use images with alpha instead of b/w you could probably use a blend mode instead.

    One thing i didn't address is if you watch it long enough you will see the edges of the sprites pass by. Some way to wrap it around would be nice.

    Actually if you feather the edge of the noise texture and throw it in a particle object with a low flow rate you can get close to the same effect. Just use the blending trick.

    Anyways just some ideas.

  • You probably can, it's busy programming work mainly. You'll need to look at the format of the tmx file and take the xml file contents and convert it over piece by piece.

    As I recall the tiles are stored in a compact fashion, but eh. It's just a matter of writing out text according to the tmx file format spec and saving it to a file.

  • If the screen height is 480, then half of it is 240 and you can do this:

    Set scale to lerp(0.6, 1, (sprite.y-240)/240)

  • New version. Added a json parser that just creates a bunch of c2 arrays and dictionaries.

    Also fixed some mistakes and made a console with better error feedback.

    https://www.dropbox.com/s/0lq0i3diuz3db ... .capx?dl=1

    I guess the biggest disadvantage of this is the programmer has to keep track if a value is a uid or just a number.

  • newt

    You can create stuff without picking it by doing it in a function. This takes it a step further to provide a way to manipulate the object without picking, although it is often preferred to pick the object if you want to do a lot to it.

    Creating a lot of objects at once is better done with normal events than this, but it helps support it if you throw the uids in an array.

    Here is a second version of this with a test where it would possibly be useful.

    https://www.dropbox.com/s/ihkveelb5ljqw ... .capx?dl=1

    * It now works with text values as well as numbers.

    * Array indexes can be negative to access elements from the right instead of left.

    * The error checking was reworked so no if a property can't be accessed it will return "nil". That applies to arrays as well.

    That is better than silently returning 0 like C2 does by default.

    * It has a shortcut way to create arrays and dictionaries.

    I guess the next useful addition would be to add a function to load json data, or something similar.

    Edit:

    Next version is in the works and I’ve found a bunch of issues with this version. Debugging isn’t very trivial at this point, which makes it not super useful for others. It’s a fun pet project, I’ll see how far I can push it.

  • Drago_18

    The first one doesn't but the second one does. It's the same file.

  • When you use "while" you need to make sure it doesn't create an infinite loop. That is the crash you speak of.

    The bullet behavior has a "on step" condition you could probably use to check for collisions at a finer precision.

    You could also use something like a raycast to do it too.

  • I don’t think I follow your idea.

    I’m not going for something complex to use or implement. I only wish it could be made simpler.

  • It’s a pay for plugin last I checked so probably the plugin topic would be the place to ask. If not isn’t there a contact email when you bought it?

    Besides that is there any examples or documentation you can refer to?

    Is q3d one plugin or many? If it’s many then there probably is a master object you need to add. An example will have this.

    You likely don’t want to get into the weeds of the plugin internals if you can help it. But threejs is what the plugin is based on so I would assume it’s included in it somewhere. Again that’s probably done by adding the correct object.

    Anyways those are some ideas that may get you going. The answers aren’t too useful to me.

  • You’d have to upload the file to a site like Dropbox and post a public link to the file here.

  • It certainly isn’t ideal to have to handle each object type and property, but the events to do that are very simple. Plus this is all in evens so changes can be made easily.

    A plugin probably can be made to access stuff too. The minifier is an issue though. Things like variables would be automatic and other properties like xy would need to done manually as well. Also it makes it tedious to make changes to the plugin. I actually have an idea for such a plugin but it’s way on the back burner.