R0J0hound's Recent Forum Activity

  • It should work with any browser that supports the web audio api.

    Found another js lib that performs a bit better but only plays mod files.

    https://github.com/jhalme/webaudio-mod-player

    It provides these js commands

    player.load(url)
    player.play()
    player.pause()
    player.stop()
    player.jump(step)
    player.setrepeat(true or false)
    [/code:3ni1sd18]
    
    Edit: for further reference here is a list of js mod player libs:
    [url=http://www.html5gamedevs.com/topic/3620-support-for-tracked-module-formats/]http://www.html5gamedevs.com/topic/3620 ... e-formats/[/url]
  • I can't find a working demo of flodjs in action.

    I did find chiptune.js which seems to only use about 10% cpu in their demo on my system.

    I'm not crazy about writing plugins as the workflow to me is very tedious, but here's a test capx using the library. At the very least it allows me to see how capable the library is before wrapping it into a plugin.

    So far it loads the library and you can load and play music files once ReadyToPlay is 1. But anyway it gives something to play around with.

  • I'd say the ati graphics card drivers are to blame. On my ati card I don't get that, but if I resize a sprite to 34% or smaller from the original image size the sprite becomes transparent.

    Maybe you'll be more lucky than me and be able to find a updated driver. Although my hunch is it has to do with some setting like mip mapping or something.

  • If you're happy with having squares instantly swapping positions all you have to do is check if a square is a square length away. If it is just swap positions of the objects. All in all 1 event for the moving and another for randomly scrambling it yet still being solvable,

    https://dl.dropboxusercontent.com/u/542 ... 6tile.capx

    For a more caviar version here's one I did a while back.

    viewtopic.php?f=147&t=64493&p=551976&hilit=9tile#p551976

  • I like using families so you can pick two instances of the same type. Then it's just a matter of comparing the distances. If too close, push apart.

  • Do a search for wall crawl.

  • It can be a little simpler.

  • In the editor you can hold down shift when dragging resize handles to scale proportionally.

    In events you can use the set scale action to set the scale proportionally to the original size. 1 ortiginal, 0.5 haf, 2 double.

  • Here's the formula for calculating the proportional height from the width.

    height = width* OriginalHeight/OriginalWidth

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  • [quote:tdau5iyz]canvas doesnt have abillity to use blending effects

    Not true.

    You can use the canvas or paster plugins to do the effect you want. The way you erase is by using the "paste object" action with another sprite that has the "destination-out" blend.

  • From the first post or any of the parameters that set color.

    [quote:hcyyq67r]"hsl(120, 50%, 50%)"

    The first value is from 0 to 360. The other values are from 0 to 100, be sure the % symbol is there. All values have to be whole numbers, so no decimals.

  • It's working correctly, it gives the angle in the range from -180 to 180 because of the math behind it.

    If you want it in the range of 0 to 360 then you can convert it with (a+360)%360.

    I don't have the second issue. Are you putting the coordinates in the correct order? It finds the angle from point 1 to point 2.

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R0J0hound

Member since 15 Jun, 2009

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