R0J0hound's Recent Forum Activity

  • If you add sprite for the line and set it's origin to the right, and have at least one instance, this would work:

    sprite: picked top instance

    system: compare distance(Mouse.X,Mouse.Y,Sprite.X,Sprite.Y) > 48

    ---system: create sprite at (sprite.x,sprite.y)

    ---sprite: set angle toward (mouse.x, mouse.y)

    ---sprite: move forward 48 pixels

  • The simplest way would be to take an empty dictionary, and put all the values of the array in it. That will remove all duplicates. Next clear the array and push all the keys from the array back in.

  • If you have visual studio installed, you can open the *.sln files. They are solution files. Once in visual studio you can compile it and it will generate the csx file if everything is setup right. There should be a dropdown that you can select the runtime, release, and debug versions of the two. The release is the editor portion of the plugin and runtime is the runtime portion.

  • For straight lines it actually is less points, so it's not a problem. It is also possible to simplify it first is the object count is too high i'd imagine. It may also be possible to change how may points Inkscape saves.

    As far as editors go it seems simple enough to just use Inkscape. At least it would be my preference.

  • Change the "for each obstacle" to "for each obstacle ordered by obstacle.zindex ascending"

  • To make it work with physics let us think would you would have to do with just box2d. It has similar limits as with C2: circle shapes and polygons, but no recommended limit on the point count. This is just to point out that that library has no concept of other curves so most things need to be approximated by polygons.

    Probably the simplest to do in C2 would be to use a sprite with it's origin on the left and a height of 1. You'd take the vector image and break it up into a poly line alone the edges, then create a sprite per each line. The actual drawing of the terrain could probably be done with the canvas object.

    The one con would be possible tunneling because we'd have only a thin wall to collide with. You'd probably need to set the physics property "bullet" to on. It could work with other behaviors but having objects get stuck inside the terrain is more likely.

    Another option instead of a thin collision edge around the terrain you could take the polyline edge around each shape and triangulate it, then take those triangles and split them into right triangles and create a bunch of right triangles. This would give a more solid feel to the shapes, but the object count would be much higher. Not to mention getting a good trianglulator working would take a bit of time.

    To do either in an automated way you'd need to make a vector image file format reader or somehow export just the polygon lists for easy reading.

    Edit:

    Here's a physics test of the first idea:

    https://www.dropbox.com/s/8mq9enadn2xvq ... .capx?dl=1

    /examples31/curved_physics.capx

    I made the curve in inkscape and exported as a plt file since that seemed to be the simplest to parse.

    seems to work ok.

    Edit2:

    Here's further testing. The image from inkscape was also exported and used as an image.

    https://www.dropbox.com/s/5yhh6eycbxxck ... .capx?dl=1

    /examples31/curved_physics2.capx

  • Probably a detector sprite below the player or using the "overlaps at offset" condition.

  • You can use layout sizes up to the maximum value of a 64bit floating point number, approximately 10^308.

    The screen size limit is probably much less, but the limit is from the computer itself, not C2.

    It will handle that size just fine, and I've seen many games here that use such a resolution.

  • Those are the ones. The sln in the ide folder is for the construct editor itself.

  • When you export, the code for your game is in the js files that are exported. It's not readable though.

    Edit: now that I read the previous reply again I find myself pretty redundant. Guess I should sleep more.

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  • I haven't done it in a while but as I recall sourceforge had a way to download a compressed .tar.gz of any folder. If not then I think you could use a Svn client program to get all the files.

    After that you copy one of the templates folders in the sdk directory. Then open the sln file in the folder with visual studio. 2005, 2008 and I think 2010 will work. The express versions will be a problem because they don't have the needed atl libraries. You can get them in other ways, but you'll have to dig up the older posts about it.

    I don't recall the direct X sdk version needed but you can find that in an older post here as well.

    There used to be a wiki with info on how to make a plugin but sourceforge ate it. All that's left now are some older posts in the construct engineering forum I think.

  • I think so, I won't be near my PC till tomorrow to check. If you run it on your cap file it will output a second file. From that you can see if adding more objects still causes an error. If it doesn't change anything then it may be something else.