R0J0hound's Recent Forum Activity

  • Since Construct classic isn't being developed anymore the most you can do is work around it.

    In all the time I've used Construct I've never encountered that error, so it's likely rare.

    Try:

    Re-opening construct.

    Rebooting.

    If it happens a lot you'll have to identify a cause and then change your project to not do that.

    My only shot in the dark idea for the cause could be you've run out of video memory. If you use a lot of big images it can be easy to do since the editor needs video memory and when you run the game it also needs video memory. But it's just a guess.

  • liquidmetal

    Imitation is the sincerest form of flattery. That said, it was also thought to be a of clone to Construct Classic. You can find a topic discussing this on these forums. It turns out as I recall that both projects are about as old as each other and Gamedevelop's author was unaware of Construct when he was first making it. But regardless I don't see an issue, ideas aren't copyrighted, and if it's a good one then why not use it?

  • Here's a few other miscellaneous experiments, some old, some new.

    https://www.dropbox.com/s/jnjcxc6hb8wu4 ... .capx?dl=1

    /examples28/boom.capx

    This is an attempt at a type of explosion. I was shooting for the look of a mortar explosion.

    No behaviors used. One interesting bit is I used a drag force on the particles that's based on their speed and size which allowed smaller particles to travel farther than the big ones which gave a nice effect.

    https://www.dropbox.com/s/36fg2ook2g085 ... .capx?dl=1

    /examples28/parser.capx

    A simplish calculator that parses and evaluates a typed equation. It tells you what's wrong if the equation is invalid. I never cleaned it up so it has a lot of debug stuff in it.

    https://www.dropbox.com/s/lchsartewcoo3 ... .capx?dl=1

    /examples28/event_physics3.capx

    An endeavor to implement physics for boxes without any behaviors. It's a constraint based solver based on some online guides. It's not perfect, but I learned a few things with it.

    https://www.dropbox.com/s/bhz8rpwuuq8j6 ... .capx?dl=1

    /examples28/voxel_isosurface.capx

    This generates a voxel isosurface that you can rotate a bit for a 3d illusion. There's some commented out stuff for other shapes but I never updated it to work right with the latest changes of the capx. Left click destroys it.

  • It could be webgl related perhaps? Not sure, I don't use webgl currently.

    It possibility could be that the timing of when c2's canvas is copied is when the canvas is between redraws when it's cleared? That's my only guess and it could be entirely wrong, also when I've looked into a solution in the past I've not had much success.

    A third possibility is no value is ready when invoking a download at that moment. Just a thought and since the built-in snapshot action has a "on canvas snapshot" condition, it may be a possibility. An idea could be to assign the last line of the script to a global var, and in events and then every tick check if the global is set before saving it.

    But taking a step back it may help to just use the snapshot action, since that is known to work.

    Here's how:

    https://dl.dropboxusercontent.com/u/542 ... pshot.capx

    use low quality fullscreen scaling

    set the canvas size

    zoom out the layout so the same stuff is seen.

    wait 0 so c2 has a chance to adjust the layout

    scroll to the center

    take snapshot.

    Then after the snapshot set everything back to what it was.

  • Edelplastic

    I think I didn't explain it well. Here is what all the parameters of the "draw line" action should be. I just used the standard names of objects to make it more clear.

    sprite.x-canvas.x

    sprite.y-canvas.y

    mouse.x-canvas.x

    mouse.y-canvas.y

    "rgb(0,0,0)"

    2

  • Edelplastic

    Positions are relative to the canvas itself. So you have to subtract the canvas' position.

    For example

    (sprite.x-canvas.x, sprite.y-canvas.y)

  • The same as above but instead of at the start of layout use every x seconds or something.

    To only have tiles near the player bubble, use the pick by comparison condition with the distance expression to only pick tiles in a radius from the player.

    You could also compare the x and y positions of the tiles to the edges of the screen.

    Like for x you could do the picking like this:

    X > viewleft

    X< viewright

    The same could be done for y.

    A third idea would be to have an invisible sprite pinned to the player and then only pick tiles overlapping that tile.

  • It depends how you have the grid.

    The easiest would be to have the red grids each be a separate sprite instance. Then you could give those squares a boolean instance variable "empty" with an initial value of true.

    As an example say you wanted to create 100 trees, you could do this:

    start of layout

    repeat 100 times

    redgrid is empty

    pick redgrid at random

    --- create tree at redgrid.x, redgrid.y

    --- redgrid: set empty to false

  • It should work on any html5 platform I imagine.

    The second will be garbage collected after that javascript is run, since nothing is referencing it at that point.

  • Yeah, it's the term used in physics math that tells how bouncy collisions will be.

    It's usually in the range of 0 to 1.

    0 is no bounce at all.

    1 is a perfect bounce. For example a ball dropped should bounce up to its original height.

    You can use value greater than 1 for stuff like a super ball or something.

    Another thing to keep in mind is the elasticity of both objects is taken to account for the collision.

  • This could do it.

    Start of layout

    For each block ordered by random(1) ascending

    System compare: loopindex<3

    --- wait 1.5*loopindex

    --- array set at loopindex to block.uid

    --- block flash for 1.5 seconds

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  • I'd say it's not related to C2. If it happens reliably then by all means post a bug report, but getting keyboard input is a standard thing for software to do and they all do it the same way.

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R0J0hound

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