R0J0hound's Recent Forum Activity

  • The lowest you could set it would be about 0.016 (or 1/60) seconds. That and anything lower would be the same as a "every tick" condition.

    Back to the question as to if it's accurate: it runs if the time passed since the last time it ran is greater than or equal to the value you used.

    Here's what "every 1.0 seconds" does:

    global number old_time=0

    +old_time + 1.0 >= time:

    -- set old_time to time

    -- do actions

    3) It will likely be a bit lower than 1000. Of course you could test this if you wanted.

  • For the physics behavior set gravity to disabled and manually apply a force with events in whichever direction you want.

    For the platform behavior you can use the "set gravity direction" action.

  • Copy and paste is now automatic for me otherwise 9/10 times my post is lost. My main complaint is it has been this way since the forum was switched over at C2's launch. I'm hoping for a fix too but my guess it's caused by some inherent flaw with the forum software that is not trivial to fix.

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  • Sure it does. For example to scroll right at 100 pixels per second:

    Set scrollx to scrollx+100*dt

  • bitworks

    You can make layers invisible from python. Here's the syntax:

    # to make it invisible

    System.SetLayerVisible("Layer 2", 0)

    # to make it visible

    System.SetLayerVisible("Layer 2", 1)

    Events that had a combo in the event sheet such as invisible|visible will be just a index number in python 0|1. All actions are implemented, just no system conditions as most of them have no context in python.

  • Use the imagemanipulator object with the "copy from sprite" action. Then you can save it with the save action.

  • The file format the array uses is unique to it. Basically it can only read files saved by the array object. For xml you could use python though.

  • Just to point out that you will end up rewriting the editor and runtime from scratch to reach your goals of a multi-platform gui and using opengl instead of directx. I don't mean to discourage but that's a lot of code on top of needing to make it still reproduce the same behavior so as to not break existing caps.

    Perhaps it would be better to make a simpler project that makes games in a similar way to Construct and can read cap files as one possible input?

  • Hi Kicks and kayin,

    I missed this topic.

    You'll need the full version of the profuis lib to be able to build the ide. Jayjay while I can build the ide I have one issue that I can't solve that makes the builds unusable, namely comboboxes don't work.

    As for the second question the runtime exes have the game data inserted as a resource when CC exports.

  • Off hand you could try the rotate method I used in this topic.

    construct.net/en

    There may be other topics that have ways to rotate knobs that may help.

  • Joannesalfa

    For interacting with solid objects you just need to check to see if a solid object is at it's destination before it moves. Yann made an example of grid movement with walls that should give a good idea how it could be done.

  • I don't know if you can call it faking it as the physics object is just faking it too. All you're doing is the math for it yourself and bypassing all the other calculations the physics behaviors does.

    Damping can be done by multiplying the speed by a number a little less than one. The closer it is to one the less damping occurs.

    Every tick:

    set speed to self.speed*0.99

    Your method of applying a negative acceleration is another method often used and it would look something like this:

    Speed > 0:

    set speed to self.speed - 50*dt

    Speed < 0:

    set speed to self.speed + 50*dt

    For elasticity for one object it can be done something like this:

    On collision:

    set speed to -elasticity * self.speed

    Where elasticity is 1 for a full bounce and 0 is just stop. Of course this will only make it bounce in the opposite direction to what it was moving. Search for "reflecting laser" for a way to bounce correctly against an angled surface.

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R0J0hound

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