R0J0hound's Recent Forum Activity

  • If you're willing to put in the time go for it. The file format changing a bit as c2 advances is inevitable, and if you're serious you'll have to somehow keep up as c2 gets updates. I highly doubt the file format would be changed just to counter a third party compiler, there's no point for that.

    Focus small first and see if you can convert over layouts with just sprite objects. I don't use unity, but if you're familiar how you work with their projects format I imagine you could probably get that working rather quickly.

    The events would be the next hurdle. Start by sticking with just the system and sprite events. To me this is much more complicated to do since users will expect things to work the same in unity as in c2. If it didn't it wouldn't be useful. The nuances of how events work would be the tricky bit there.

    Get to that point and you'll have most of the groundwork done. From there you can start working on all the other plugins and behaviors. That is probably what will eat up all your time, and that's the point where I dismiss my own idea of such a project.

    megatronix

    Wouldn't such a project be like native? Or do you mean creating an engine from scratch?

  • With the truck facing right the offset of the turret to the truck is (-13,-8).

    Then you can set the position with

    turret.x = truck.x -13*cos(360/72*truck.animationFrame)

    turret.y = truck.y -8 -13*ratio*sin(360/72*truck.animationFrame)

    Now "ratio" is the ratio from the visual height to the visual width of a isometric square. Depending on the angle of the isometric projection the ratio will be different. I was expecting 0.5, which is 26.5 for degree, but that didn't look right. So I measured the roof of the truck at 0 and 90 degrees. It was 8 pixels wide at 0 degrees and 22 pixels at 90, so the ratio is 8/22 or 0.36, so the angle is 20 degrees.

    So you could write it like this:

    turret.x = truck.x -13*cos(360/72*truck.animationFrame)

    turret.y = truck.y -8 -13*tan(20)*sin(360/72*truck.animationFrame)

  • I think there has been a few topics about this sort of thing. Also this tutorial may be of use:

    https://www.scirra.com/tutorials/1447/u ... tial-games

  • Testing it in windows 7 it seems you can't run the exe if it's in certain locations.

    If I run:

    "c:\windows\notepad.exe"

    It works, but if I copy notepad to "c:\tmp" and try to run that:

    "c:\tmp\notepad.exe"

    It doesn't work.

    I'm guessing it may be some security block, but i'm not sure.

  • The url you posted doesn't work. You need to put spaces in it or put it in a code tag until you have enough rep.

    Without that there's nothing to help with, since your description is missing a lot of detail.

  • This is a repeat topic of

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  • Joannesalfa

    Not really a limit but the result needs to be put in a texture so C2 can render it. With canvas2d it's simple, just directly modify the canvas which can be drawn like any other image. With webgl it's trickier. The image needs to be copied into a texture. What's currently done is a whole new texture is made instead of just replacing the current pixels. If it was changed it would be faster I suppose, and perhaps could help with the memory leak, but I've been avoiding most coding lately.

  • Joannesalfa

    It's interesting but not really usable for this. It's not a matter of using something that can use webgl or canvas2d, it's a matter of getting something to work with c2's renderer.

  • 1) layout size is only limited by what numbers you can store in a 64bit floating point number. Off the top of my head that you could use a number as big as 10^308, but you'll want to use something much lower. Read up on floating point numbers in Wikipedia to see why.

    2) this is done elsewhere on the forums by using the line of sight and pathfinding behaviors. The big layout isn't helping with that though since both those behaviors use a grid and the bigger the layout the larger the grid, so more stuff needs to be processed.

  • xoros

    It independent of C2's collision detection, so it doesn't trigger a collision event. The built-in physics does, but for this plugin it's better to use the collision triggers it has since you can get more info about the collision.

    striimix

    It's not exactly a simple change. Right now a vector is calculated from the object's center to the origin, and that is used to update the sprite's position from the physics position, and vise versa. I just need to update the math to use the COM instead of the center, which is tricky enough to require a re-think of a lot of the code. I need to handle moving the com when resizing and changing animation frames and collision shapes while at the same time keeping the object stationary.

    Calculating the COM isn't an issue as Chipmunk provides functions to do that for all of it's shapes. The tilemap would be a special case which would be an average of the tile's COM. But I probable won't do that since tilemaps can't rotate and are usually static so it would be a needless calculation.

  • newt

    I disagree partially. Sure you can do any algorithm in C2, but it's by no means fast enough for something like this on my PC. Also with me staying with bundled plugins it ended up being more tedious to work with than it could be.

  • Very cool!

    http://rosettacode.org/wiki/Mandelbrot_set

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

    I tried a sprite approach to draw the pixels with this one. The trick was to set webgl to off, "clear background" to no and make the layer transparent. One of these days I should actually learn how mandelbrots actually work.

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