R0J0hound's Recent Forum Activity

  • Look like it's in the event sheet under event 1. To the left of the event there's an arrow that you can click on to show the sub-events. There you see keyboard events that handle the movement.

  • There’s not too much to the sdk. The idea may not even pan out since you can’t access other objects from the editor portion of a plug-in. Basically all the sdk allows is changing some properties of the current instance, drawing it, and running arbitrary js at some points.

    So realistically you could make your own editor if you can pause the rest of the editor while a modal window was opened, since at that point you can do whatever you like, but there’s basically no interaction with the rest of construct.

    Beyond the sdk everything is hidden with restricted access behind closures and such. And even if a back door could be found that is considered a hack, and it has a high chance or breaking between releases. Not to mention it bothers the devs since they go through great lengths to restrict access to avoid the possibility of rouge code crashing the editor.

  • What most people do is do an editor at runtime. The plug-in sdk doesn’t provide enough engine access do allow a free moving 3d camera in the editor.

    One thing that hasn’t been tried yet though is having a plug-in launch its own editor kind of like the sprite editor. It wouldn’t be able to access other objects so it’s more like having an engine within an engine that manages its own sub objects.

  • I’m that example unscaled works best from what I recall. Making it work well with any scaling is an unsolved problem to me. That ah snap crash isn’t ideal. I thought the newer version fixed that but the code must me doing something to cause a crash like that. I have no timeframe when I might try to work on that again.

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  • Can't guess from screenshots. A minimal example that crashes would give users here something to test and give input on.

  • There’s this that figures out a collision polygon from an image and applies that to a distort mesh. Possibly could be useful.

    construct.net/en/forum/construct-3/how-do-i-8/manipulate-mesh-points-175978

  • You’ll need a bad bottleneck to make doing that worthwhile.

  • You could do it like this with some variables.

    Radius=random(128,256)
    Ang=random(360)
    X=posX+radius*cos(ang)
    Y=posY+radius*sin(ang)

    Alternately you can avoid some of the math with the move at angle action.

    Create sprite at (x,y)
    Sprite: move random(128,256) pixels at angle random(360)
  • Try again. Dropbox changed the format of its links which seem to break on this site.

  • I'd say file a bug report or just allow for some tolerance in your level design for the jump height. It's supposed to be framerate independent, and was in the times I've seen it tested before. Maybe it's something like the jump sustain that can't really be 100% framerate independent?

    If it's really a nuisance you can try cramming dt in the y velocity somewhere and see if you can tune it to be more consistent. Two possible ideas are below. Just try different values of k starting at k=1 and see tuning that up or down does anything useful.

    -500*k*dt or -500+k*dt

  • That should already be frame rate independent.

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R0J0hound

Member since 15 Jun, 2009

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