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  • There was a raycast plugin in C2 that could do some of that. There was also a chipmunk physics behavior for c2 that could give that info.

    For C3 I don't believe there is anything. You could put an image point on top of every collision polygon point, so you can access it from events, and then calculate everything from scratch. Or you could search for examples of how to do lasers in C2. That could give the collision point where the laser stops, and then you could guestimate the normal.

    The tutorials section may also have some ideas.

  • The behavior doesn't have a way to give you that info. You possibly could add the request to the suggestions page though. One of the sticky topics has a link.

  • It does that because the object is being teleported. And it's still accelerating as if in free fall. Set the velocity to 0 when dragging for a solution.

  • go for it

  • ydobemos

    Hello, I don't have a solution for that. When making the plugin I took the functions C2 uses to draw effects and modified them, since I couldn't leverage them as is. I also made gross simplifications neglecting a lot of the features effects support in C2.

    Anyways the solution would be to re-examine how C2 draws effects and get familiar with what it does and why. Then start over from scratch to come up with a solution. Paster can be utilized as example for some aspects but not all. Bear in mind this is what has needed to be done since I made the plugin and I never had the time or interest in doing so even when I was actively developing it.

  • Disabling player input isn't a good fix. The object will stop short of the wall and it becomes complex when to know to re-enable player input. No workaround should be needed.

    It's not a waste to report this for C2 since C3 uses the same logic and can benefit from the fix as well.

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  • ...but this one is a bug.

    Isn't it reasonable for an object to just stop when hitting a wall instead of switching between moving and stopping a bit before finally actually stopping?

  • There was no reason to rewrite the gamepad plugin from scratch as I understand it it works well most of the time. Also it makes sense to pull most things over from c2 to c3 since one of their goals was the ability to be able to import c2 projects into c3.

    Anyways if there's an issue with the plugin with a certain controller then a bug report would be a good start to improve that. Likely the plugin works perfect with the controllers tested with so maybe there were edge cases with others.

  • Nwjs can bypass most of the webpage limits. In theory at least. I'm haven't been interested enough to get pass the process to do such a thing though.

  • As mentioned in the other topic, there is only one gamepad html5 API provided by browsers. Likely the c3 plugin uses the same code as the c2 one. If there are compatibility issues with a controller a bug report is probably the best way to improve it.

  • There is only one gamepad API in web browsers. Anyways it's probably something to make a bug report for since Ashely is probably the expert on how it works and has the best chance of finding a fix.

    I don't have a controller so I have no interest. Maybe some revelation could be found by comparing the code on that site and the gamepad plugin but that could take time. But so would taking the code on that site and making a c2 plugin with it.

  • The mouse behavior doesn't have that ability, it's not really something webpages allow.

    If you use nwjs you could look at its plugin for an action to do it. I haven't looked.

    There is also a third party plugin called mouse lock that may be of use to you. You should be able to find it in the third party addons list.

    Barring those the only other avenue for a solution is using nwjs and finding a way to make access the mouse position there with either JavaScript or some nwjs specific plugin. It's not really a quick solution at all and would require research to do.

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R0J0hound

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