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  • I don’t have any real recommendations. Modifying the physics behavior via scripting to be able to access box2d’s filtering will require a fair amount of digging and probably be complex to do if at all possible.

    Skipping the behavior and just using a js physics library directly is another option but it’s a lot of busywork to set things up. Basically it requires making a physics version of objects and synchronizing them every tick. Just a lot of busywork mostly.

    Another option is making event based physics which would give you the most control but would take more knowledge, although you can find lots of not specific to construct tutorials of how to make a physics engine online.

    Simplest solution would be to just utilize the physics behaviors disable collision with other objects feature. Even if that’s a bit tedious. A more complex option would be to have the ramp be just a visual, but you’d have it duplicated off screen somewhere with collisions enabled. Then you’d have a physics version of the ball and a visual version. When hitting the ramp the physics version would be teleported to the off screen ramp while the visual version stays on screen. Or something like that.

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    Unless they are planning on hiring someone to give more support I’d guess no? Most support is user driven.

  • That line was admittedly hacky. It makes a comma separated list of the three slider values. And since the there are three instances of the text object the iid is used with tokenat to get the values. In short I didn’t want to create three different text objects so I did that instead.

    As for the css I say keep digging. You can do a lot of styling with css but the pain is finding them. Luckily that’s something that a Google search can probably help with.

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  • I guess you could utilize most any website builder. It's mostly just scrollable div html elements with buttons, images, etc... and a bunch of css to style the living daylights out of it.

    You can get away with avoiding html elements altogether to do GUIs in construct on a case by case basis. Things like text input is much simpler with the html element, but if you don't need many features you can do it with the keyboard and text object. Scrolling regions can be done with some masking, but admittedly I haven't seen a solution I'm happy with. The current solution amounts to using pin or something to attach objects to the scrollable area, then with it all on one layer you'd mask it with sprites on top with the destination out blend. The final step is some math to do the scrollbar and clamping to the limits of the scrollable area.

    Again, I'd just deal with it case by case. A gui is the same as any other part of making a game. You break it up into simpler parts and see how to combine them.

  • I don't know why I was tagged here. The only game I could find with that name was just a platformer. I don't I have anything useful to contribute to make such a game.

  • One way. It rotates the corners around the center and scales the y by half. Works only for square sprites.

    dropbox.com/s/jzuay673id006sg/iso_rotate.c3p

  • You should only use one method, not both. Anyways the second method was flawed and the first could be simplified.

    Here's the three slider version where they affect the other two.

    dropbox.com/s/soy5arf641qszpf/three_sliders.capx

    And here is the modification where the third one only affects the second.

    dropbox.com/s/bwibq912gb38fp2/three_sliders2.capx

  • Two ways come to mind. I'm using a,b and c to be the same as sliderA.value, sliderB.value,...etc.

    The first is to find the amount changed and change the other two by half that amount. some extra logic is needed to correct if going negative. You will have to create two other similar events for b and c.

    on a changed
    -- set delta to a+b+c-100
    -- add delta/2 to b
    -- add delta/2 to c
    -- set delta to min(0,b,c)
    -- add -delta to b
    -- add -delta to c

    The second scales the other two values so they keep the same ratios. Similar events for b and c would also need to be made.

    on a changed
    -- set k to (100-a)/(b+c)
    -- set b to k*b
    -- set c to k*c
  • In the editor you can add mesh to objects and you can drag the points around to make different shapes. However I’m pretty sure when drawing to the canvas object it uses the original rectangle texture and doesn’t take into account the distorted shape.

    Anyways, I think you could get what you’re after by using another sprite as a mask by utilizing blend modes.

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  • A rough starting point could be something like this:

    Player overlaps wall

    X player overlaps wall at offset (0,-1)

    — set onGround to true

    Other ideas could be to sample points below the player for overlaps, or position other sprites around the player for overlap checks, or checking the length of a ray cast below the player, or maybe checking the physics contacts and see if any of them are roughly pointing up. The platform behavior detects of the player is on the ground at the same time as it pushes the object out of walls vertically, but with physics you’ll have to resort to one of the other ideas.

    There are probably other approaches too.

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R0J0hound

Member since 15 Jun, 2009

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