R0J0hound's Recent Forum Activity

  • Bare minimum you'd need to be able to read individual pixels of an image. The canvas plugin is the only addon that provides that. Then it's a matter of using any old pixel perfect collision detection online. You can also find a few examples on the forum with a search.

  • I can't open the capx since i don't have that third party plugin.

    I guess you could do face2 with events though. Use one object that you'd move around and then just position a second object with sines, using the first as the center.

    Here's the sine equation:

    magnitude*sin(period*time*360+offset)

    And the events:

    start of layout

    magX = 4 + random(2)

    perX = 0.2 + random(0.2)

    offX = 0

    magY = -4 + random(2)

    perY = 0.4 + random(0.2)

    offY = 0

    every tick

    sprite: set x to center.x + magX*sin(perX*time*360 +offX)

    sprite: set y to center.y + magY*sin(perY*time*360 +offY)

  • worm1

    This doesn't really work with any other behaviors. Motion should be done with the set isometric position actions. The example capx show some ideas how to do this. You'd basically be creating the behavior with events but this provides some useful things to make that easier.

    Actually using some other behavior to do the motion could possibly be done by using a separate object and setting isometric position with that, but eh, it's simpler to just do it with events than to wrangle something to do something it wasn't designed for.

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  • No problem

  • Why don't you want to use "move at angle"?

    You can do it with:

    Set X to self.x + dist*cos(angle(self.x,self.y,door.x,door.y))

    Set y to self.y + dist*sin(angle(self.x,self.y,door.x,door.y))

    Where dist is however far you want to move.

    You can use 100*dt if you want it to move 100 pixels per second.

  • You're probably better off just duplicating obstacles off screen to handle that.

  • Use a separate identical sprite that you position manually.

    So say the screen width is 640

    player.x < 320

    --- clone: set position to (player.y, player.x+640)

    else

    --- clone: set position to (player.y, player.x-640)

  • YoHoho

    A simple way to do multiple would be to clone the band object, duplicate the events and change the old band of the new with replace.

    The length and location of the band is hard coded into the events. You'd have to change the positions of the bands, change the event that resets the band's angle and length when no can is on it (event 1), and change the event that sees if the can is on the band (three conditions on event 3).

    To appear and disappear it's probably as simple as destroying and creating the bands, and setting the length and position from what can be figured out with the previous question.

    Overall the capx wasn't really designed for a lot of that so it would have to be reworked. Maybe understanding what is done would be useful in making something that makes everything easier.

    basically it just checks if the can is between and below two points. When the can first falls in that area then the distance from the can to the the two ends is measured, this is the rest length of the two halfs of the band. Than after that both halves apply a force to the can. It's a spring force and both are calculated with F=-k*(length-rest_length) for each band half. We then apply those forces in direction to the endpoints and that's what moves the can. The spinning and slipping along the band are more of a fuzzy thing. The capx condenses that stuff and also using the band sprites as a visualization.

    Anyways a fixed capx or a redesigned one that supports what you want to do more easily is left to someone else to do. I won't get around to it.

  • mikehive

    If the events are the same and the image points are placed in a clockwise order in the sprites then it should work.

  • orangpelupa

    link updated

  • As stated elsewhere spriter, spine or any other third party plugin that draws is waiting on this issue as far as i know.

    https://github.com/Scirra/Construct-3-bugs/issues/510

  • 100x100 x 30x30 x8 is 72Mb

    100x100x 100x100 x8 is 800Mb

    Saving it to disk as json will be quite a bit larger since each number no longer only takes 8byte but usually more depending on the number.

    But idk. you can always generate less than a row in an array at a time. Still i only have a vague idea of what's going on. Good luck with the project.

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R0J0hound

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