R0J0hound's Recent Forum Activity

  • I don't see an issue with installing third party plugins. Making plugins official would just transfer the burden of maintaining the plugins from the third party developers to basically Ashley, which I don't think would be a good trade off. It would require a lot of time to debug and add features since he'd have become familiar with what the code is doing. More likely the plugins would be made from scratch with differing features in mind so it would be different.

    And while I'm flattered that a few of my plugins/behaviors were mentioned I'm happy to keep updating them myself.

    Worst case if a new C2 update breaks my plugins a fix may take a bit to come out.

    TiAm

    By auto-rest state do you mean sleeping? If so the behavior already has that. Look at the "is sleeping" condition.

  • Here's an example of fisholith's idea with some random control scheme. It works quite well.

  • Somebody

    Family's can only have objects of the same type. So a family of Sprites, a family of TiledBgs or even a family of Pasters. Different plugin types can't be in the same family.

    If you need it for the move behind function then here's a solution to that:

  • Here's a function to take an object by uid and move it behind another object by uid.

    It handles sprites and tiledBgs but hopefully you can see how other plugin types could be added.

  • You can do this:

    1. save the x,y of the clicked object in some variables.

    2. pick all the sprites and check if the points overlap a sprite at offsets x+32,y x-32,y x,y+32 x,y-32

    3. If all four offsets pick a sprite then don't destroy the clicked object.

  • Somebody

    Oh cool, thanks for the icon.

    With the Draw Quad action the first coordinate in the top-left and the others are in clockwise order.

    So top-left, top-right, bottom-right and bottom-left.

  • Somebody

    You can do that. The only thing to consider is each instance will have it's own texture. It's not really an issue unless you run out of video memory.

  • Irbis

    The "load from url" action is not instant so you can't paste right away. You either would have to do it after a wait or under TiledBg's "on image url loaded" condition.

  • A simple effect to adjust the hue of a image.

    Using the code from here:

    http://gamedev.stackexchange.com/questi ... brightness

    Why not use the HSL shader that comes with C2?

    My graphics card can't handle that shader.

  • Just drag a global variable to a sub-event of something

  • tgeorgemihai

    I mean putting the "pick all solidWall" in between you overlap conditions.

    So instead of what you have now:

    PlayerAheadLeft is overlapping solidWall
    PlayerAheadRight is overlapping solidWall[/code:27k6r58q]
    
    Do this for all 4 of your events:
    [code:27k6r58q]PlayerAheadLeft is overlapping solidWall
    Pick all solidWall
    PlayerAheadRight is overlapping solidWall[/code:27k6r58q]
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  • Not as soon as it's added, just when you need to do the time calculation. Now you could convert it to minutes or hours just as easy. So for example you could do this:

    TotalMinutes = 0

    ListText = "0230-0420"

    time1 = tokenAt(ListText, 0, "-")

    time2 = tokenAt(ListText, 1, "-")

    minutes1 = int(left(time1, 2))*60 + int(right(time1, 2))

    minutes2 = int(left(time2, 2))*60 + int(right(time2, 2))

    TotalMinutes = TotalMinutes + minutes2-minutes1

    Set text to zeropad(int(TotalMinutes/60), 2) & TotalMinutes%60

    Which would give your result in hours and minutes or "0150".

    If instead you want it display the total minutes in hours you can do this:

    Set text to TotalMinutes/60

    which would give "1.83333333'

    Or if you always just want only two decimal places you can do this:

    Set text to int(TotalMinutes/60) & "."& zeropad(int((TotalMinutes%60)*100/60), 2)

    which would give "1.83"

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R0J0hound

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