R0J0hound's Recent Forum Activity

  • "centerx" and "centery" can be replaced with any x and y you want to use as a center.

  • Amusing game! The first thing I did was leap out of the tree... and splatted on the ground. Awesome.

  • Yeah it's based on what was added first. The first three points for the first curve, next three for the second and so on.

    Here's it tweaked to use instance variables for the p sprites instead of using the iid. "group" is used to specify the bezier number, 0 for the first, 1 for the second, and so on. To use more than two you need to change the "repeat 2" condition in events. The other instance variable is "handle" which specifies what control handle the point is.

    dropbox.com/s/l70glhg4ty742vk/bezier_slope2.capx

  • This topic has a few ideas:

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  • Yeah, a backup would be your best bet. If none is available post a link to the .cap and I can see what I can recover as an error like that usually means the cap is corrupted. If you're lucky it may be only that image but if everything is corrupted after that then I'll only be able to recover any image that came before that.

  • bangoo

    What does the error say? I don't have IE 11.

  • It would be hard to manually position the blocks. It's a bit better if you use qarp() to do a bezier to position them, but it's still a polyline instead of a curve. You could increase the number of blocks to make it smoother so the ball wouldn't jump.

    dropbox.com/s/fusvas0j62nf3e2/bezier_slope.capx

    I suppose you could change the collision polygon to be curved but it would be very hard to get it perfect.

    A better solution would require rolling your own collision detection and collision response with events so you can use beziers for collisions.

  • It was always like that. Adjacent sprites count as overlapping. You can either alter the collision polygon to be a little smaller or change the red's size to be smaller before checking for an overlap and then changing the size back so there is no visible gap.

  • irina

    Not a bug. In C2 events are run top down so both "double tap" conditions are triggered. Fix it by using "else" instead of "double tap" twice.

    On double tap

    --- dragging = 1

    ------ do something

    --- else

    ------ do something else

  • Why isn't it smooth? I'm pretty sure it has to do with how the browsers handle the rendering.

    Independent of C2, motion still isn't buttery smooth, well at least not on my pc. Part of the issue is graphics card support, mine for instance has bugs in the driver and ati won't be making an updated driver for a ten year old card.

    Here's a very simple js test where motion still isn't smooth:

    viewtopic.php?f=147&t=115540&p=835995&hilit=jsfiddle#p835995

    I'm pretty sure Javascript isn't to blame. I was able to get smooth motion in my now stalled wrapper experiment, in which I still used javascript, but implemented my own crude renderer on top.

    Reducing the framerate doesn't fix the lack of smooth motion.

    There was a discussion before of adding a 30fps mode, but it didn't work out as I recall because it wasn't smooth and had an unstable framerate.

    Anyways I found this page describing a way to use a fixed framerate, so I took a gander at editing the C2 runtime to implement it.

    http://stackoverflow.com/questions/1951 ... pplication

    It seems to work alright, at least for me. It still has little pauses on my pc, but it's at least as smooth looking as it normally is on my pc.

    These are the changes to limit the fps to 30, if anyone wants to test it.

    file: \exporters\html5\preview.js

    "..." is any number of lines, for this you'll want to find the line with "Runtime.prototype.tick". Bold are added lines. I prepended "rojo" to the variables I added. If it breaks, then just re-install C2 to fix it, or you could backup the file before editing it.

    ...

    var rojoThen = cr.performance_now();

    Runtime.prototype.tick = function (background_wake, timestamp, debug_step)

    {

    ...

    var rojoDelta = nowtime-rojoThen;

    var rojoInterval = 1000/30;

    if (rojoDelta >= rojoInterval)

    {

    rojoThen = nowtime - (rojoDelta % rojoInterval);

    raf_time -= (rojoDelta % rojoInterval);

    // Execute logic

    this.logic(raf_time);

    ...

    this.logictime += cr.performance_now() - logic_start;

    }

    };

  • andreyin Colludium

    You can use the system:snapshot layout action to do it. Just set the canvas size to the same as the layout, wait a frame for it to update and then save snapshot.

    Tested to work here with a 4000x4000 layout.

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

  • andreyin

    Sorry for the late reply. The saved file should open. Now the file may be a blank image, though. I wasn't able to get the action that copies from the canvas to be reliable all the time.

    On another note the load texture from canvas action only loads what's on screen. Or should if it's working

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