R0J0hound's Recent Forum Activity

  • striimix

    Sorry I haven't had a chance to look yet. I've been in a programming slump.

    GameThirsty

    It doesn't really play well with other behaviors. To make it respond realisticly you need to move the object with only the chipmunk behavior.

  • Here's a recent tutorial with a possible solution.

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

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  • eli0s

    This post is relevant:

    Basically it's because the quads can't be drawn with perspective since there's no real z.

  • One possible way to do a serial could be the following:

    So say you want the serial to be in the format of

    aaaa-bbbb-cccc-dddd

    1234-4567-8901-2345

    You can then let it be a good serial if

    a+2*b+3*c+5*d is in the range of (55000 to 55005) or something.

    To generate them you could do something like the following which should give you a few good serials.

    repeat 100000 times

    --- set a to int(random(10000))

    --- set b to int(random(10000))

    --- set c to int(random(10000))

    --- set d to int(random(10000))

    ------ a+b*2+c*3+d*5 is in the range (55000 to 55005)

    --------- save as valid serial.

  • Hi, would you consider making a plugin or behaviour out of your 3d object engine, please?

    Probably not. That would mean re-writing it in javascript which doesn't appeal to me.

  • WebMagi

    It's just a matter of using joints to link it together. Then to manipulate it with just physics you can use a dummy object that's moved by the mouse that you connect and disconnect from objects. Here's an example of a possible way to set it up.

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

  • WebMagi

    I can't think of any examples off hand, but a search for "angry birds" on the forum will give examples of a slingshot which is similar.

  • spongehammer

    Haven't started working on it yet.

    WebMagi

    This behavior would be useful for the simulation part of what you're doing. Adding the joints should be as easy as using one of the add joint actions and specifying the two objects and stuff like where the joint should be.

    To make the object manipulable with the mouse you can use something like the drag n drop behavior as a base. To move other objects when dragging one you would need to move them by the same amount, the pin behavior could be used for it.

  • Works now.

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  • That's cosmetic, the transformation only transforms the object's origin. To complete the illusion of the circle being a sphere the circle's origin would need to be moved to the bottom.

    In your capx you can fix it being off center by not moving the canvas' and have their origins be in the center.

    canvas1: set angle to 0

    canvas1: clear

    canvas1: paste layer

    canvas1: set angle to 45

    canvas2: set height to 480

    canvas2: clear

    canvas2: paste canvas1

    canvas2: set height to 240

    You'll probably want to make canvas2's height to be twice the screen height so stuff will be drawn from the top to the bottom.

    Still in order to not have empty triangles in the corners you'll have to make canvas1 much larger than the screen (that could probably be calculated but it's probably easier to guesstimate).