R0J0hound's Recent Forum Activity

  • I guess it would count as a bug, but I don't really have any solution for it. My guess is drawing to a texture breaks the ftb optimization.

  • To put a " in construct you need to use ""

    "He said ""hello""."

  • You can already pair an array with an object by using containers. You can do more elaborate stuff by using uid's. For example your second example could be done like so:

    on body created

    --- create head

    --- set body.head to head.uid

    --- create arm

    --- set body.arm to arm.uid

    on body destroyed

    --- pick head by uid body.head

    ------ destroy head

    --- pick arm by uid body.arm

    ------ destroy arm

    And you just use the pick by uid condition whenever you want to reference the child objects.

    Edit:

    In another way if you want a parent to have any number of children then you give the children a parent uid in the child instead.

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  • You could do it manually if you use the spritefont with fixed width characters.

    Basically you figure out how many characters wide you want. Then per line only grab only as many words with a space in between that fit within that width. After that extra spaces evenly added till you match the width.

    For the text object you'd have to see if html5 can do full justification and then tweak the plugin perhaps?

  • Sprite.UID?

  • hmott

    The fact it's flipped is due to some graphics card drivers. It can be detected and corrected, but thanks to chrome and firefox updates I can no longer use webgl on my machine, so I haven't touched that portion. I'm hesitant to do a fix that I can't test.

    The download is the latest. All it does is leverage whatever rendering C2 already does.

  • lukezero

    Here's an idea.

  • Yeah, I guess it would be. Smaller cell size, but basically the same. I'd have to look up the blog post about it.

  • Since the trees aren't moving you could setup some kind of spatial partitioning so you only check for collisions around the player. Basically the idea is to divide the layout into say 100x100 squares and keep a list of all the uids of the objects touching the squares. You could use a 2d array with a 1d array for each cell to do this.

    After that's setup you check for collisions only with trees that in the cells the player is touching.

    The idea is elementary, implementing it with events is doable, although tedious for most.

  • Even without passing the SOL functions are still very useful. That said passing a number of objects can be done by setting a instance variable on the objects before calling the function and picking them after.

  • lukezero

    The fact it's isometric doesn't make it any different to regular path following.

    Here's a way to do it:

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

    It just moves toward the next waypoint. At the start and when the targeted waypoint is changed the distance is calculated in a variable. As the sprite move the distance is reduced by the same amount, and when the distance variable becomes negative we know the waypoint was passed so we target the next waypoint.

  • The way above is the easiest.

    Another idea is actually doing the 3d transformations:

    or even using a 3d plugin:

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R0J0hound

Member since 15 Jun, 2009

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