R0J0hound's Recent Forum Activity

  • No other way other than maybe using the browser object to do the same thing as that plugin. But why not use the plugin to abstract away all the tediousness, not to mention there may be aspects of it that only can be done from the plugin.

  • Here's a plugin that may help:

  • You could use this mod of the canvas plugin that allows you to make gifs:

    I haven't tried it myself , and I don't know if it modified the latest version of the canvas plugin.

  • The gyro effect can be faked by adding some torque I think.

  • The problem of 3 holes being made is solved by adding a stop loop action when the terrain it hit.

    My second idea is flawed when I tried it myself, it would need a bit of tweaking to get it to work. The general idea is to move a pixel at a time until either terrain is encountered or the new position is reached.

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  • It does create 32 objects in the loop, every time. The ones you don't see on screen are off screen, they were pushed there by the physics collision resolution. Notice how the sprites stack vertically before spreading horizontally. The two best things you can do is not create the objects on top of each other and make the walls thicker so it's harder for the objects to be pushed through the walls. Also enabling "bullet" in the physics properties may help. It could also be that some of the blocks are falling out over the side walls since there is no top wall.

    Edit:

    If you're on not getting 60 fps on mobile then physics will go slower. You can change the "stepping mode" to "framerate independent" to fix that. By default "fixed" is used because it makes physics simulations more stable. That just means that instead of dt being used, 1/60 is.

  • Nothing's wrong from the look of it. Is numbers.Count not equal to 32 after the loop?

  • Kurz

    Here are a bunch of cool things that may be fun to make.

    http://paulbourke.net/geometry/

    http://paulbourke.net/fractals/

  • Here is you example tweaked a bit.

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

    Change steps to change the number of in between positions to check.

  • 1. This can be done with either:

    a. using a layer with "force own texture" set to yes, a black sprite covering it and sprites with the destination-out blend wherever you want to see through.

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

    b. Using my Paster plugin to draw to a texture directly. The advantage over A is you can have more of a persistent fog without lots of destination-out sprites.

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

    2. This can be done with a lot of sprites like foxrain4 said or you can use the tilemap objects for better performance although it becomes a bit more tedious to clear the terrain. A third option is to use my Canvas plugin to access pixel image data directly, but it will require much more effort since you'll have to make your own collision detection and response with pixels since C2's collision and behaaviors only works with polygons. Anyway here's a topic that links to a bunch of useful examples on the topic:

    how-do-i-manipulate-images_t115767?&hilit=terrain+destruction

  • You'll have to check the positions between the timesteps.

    So instead of this

    for each ball
    Check for collision at ball.x, ball.y
    ---destroy hole[/code:xvtk3yei]
    
    You could store the old positions and check the 10 positions in between like this:
    [code:xvtk3yei]for each ball
    repeat 10 times
    Check for collision at lerp(ball.oldx, ball.x, loopindex/10), lerp(ball.oldy, ball.y, loopindex/10)
    --- destroy hole
    
    every tick
    --or--
    ball: on created
    ---ball: set oldx to self.x
    ---ball: set oldy to self.y[/code:xvtk3yei]
    
    Or you can check each pixel step in between instead of 10 steps.
    [code:xvtk3yei]global number dist=0
    
    for each ball
    --- set dist to distance(ball.oldx, ball.oldy, ball.x, ball.y)
    ------ repeat dist times
    ------ Check for collision at lerp(ball.oldx, ball.x, loopindex/dist), lerp(ball.oldy, ball.y, loopindex/dist)
    --------- destroy hole
    
    every tick
    --or--
    ball: on created
    ---ball: set oldx to self.x
    ---ball: set oldy to self.y[/code:xvtk3yei]
    
    Or to make it less cpu demanding you can make it only check every 10 pixels in between like so
    [code:xvtk3yei]global number dist=0
    
    for each ball
    --- set dist to distance(ball.oldx, ball.oldy, ball.x, ball.y)/10
    ------ repeat dist times
    ------ Check for collision at lerp(ball.oldx, ball.x, loopindex/dist), lerp(ball.oldy, ball.y, loopindex/dist)
    --------- destroy hole
    
    every tick
    --or--
    ball: on created
    ---ball: set oldx to self.x
    ---ball: set oldy to self.y[/code:xvtk3yei]
  • My highscore is 56. That was mainly after getting a soda powerup. It could be useful to include the run time with the score. I usually only last 10-15 seconds. I used the gamejolt version and the performance was decent. My machine is a bit older and my graphics drivers won't update so html5 stuff doesn't run great for many games, but yours ran ok.

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R0J0hound

Member since 15 Jun, 2009

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