R0J0hound's Recent Forum Activity

  • -1.#IND means undefined.

    You can get that result with an expression like sqrt(-1) or acos(-2).

    Anglediff uses a vector dot product to do it's calculation, which is then converted back into an angle with acos. Acos only works with a value in the range of -1 to 1. Some rounding occurs that sometimes pushes the value just beyond that range resulting in a value of undefined.

    It only occurs in two situations, when the anglediff is 0 (which is fixed) and when the anglediff is 180. So if the resulting value is -1.#IND the angle diff is 180.

    I will fix it when I get on my dev pc. In the mean time you can check to see if a number is undefined by converting it to a string and comparing it with "-1.#IND".

  • Before moving the platforms have the player move the same amount as the platform is going to move. The platfom the player is on is found by moving the player 1 pixel down, checking for overlap then moving back to where it was. Basically it does what "overlaps at offset" did for CC.

    http://dl.dropbox.com/u/5426011/c2/vertical%20platforms.capx

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  • It should work. I know windows 7 doesn't include Directx 9, but Construct's installer should take care of that. What error message do you get when it crashes? You could also try to run Construct's installer as an administrator in case some of the install is being blocked.

  • What error message does he get?

    If Dx9 is not installed he should get a message as such. If he doesn't have at least the august 2008 update of Dx9 it will crash when loading the xaudio2 plugin, but it should give an error message like "failed to load 2.csx". The visual c++ 2005/2008 redistributables are usually not needed as most of the plugins don't use them, but if a plugin does use them and the files aren't installed he should get a failed to load plugin message.

    You can use dxwebsetup.exe which is included in construct's install directory to get the latest Dx9 update.

    You can download the c++ redists here:

    http://www.microsoft.com/download/en/details.aspx?displaylang=en&id=3387&mnui=1

    http://www.microsoft.com/download/en/details.aspx?displaylang=en&id=29

    But these are not normally needed as I belive most of the plugins don't need them.

    You can also manually check a plugin to see what dlls it need with "dependency walker":

    http://www.dependencywalker.com/

  • The image is fine, it displays correctly when you run the project. The reason it doesn't display correctly in the editor is a graphics card limitation.

  • The Global() expression only takes a valid global name, it can only take a string from python. A solution would be to use a global hashtable object.

  • There's no switch statement in python, and "Create" works with a the text name of the object.

    This works:

    from random import randint,random
    
    def edgeplacement(o,l):
       # get the name of the object
       objectName= o.__class__.__name__
    
       if randint(0,1) == 1:
          x = randint(0,1) * 640
          y = random() * 480
       else:
          x = random() * 640
          y = randint(0,1) * 480
       System.Create(objectName,l,x,y)
       getattr(SOL, objectName).angle = random()*360
  • You need Python 2.6 or 2.7. I don't think you need the source code, the standard python install has the include files needed.

  • You can actually, but it's a bit low level using the windows api.

    There's a python example for a menu bar here:

    http://www.scirra.com/forum/menu-bar-via-python_topic42842_post266732.html?KW=menu#266732

    It's admittedly a bit noisy in the bit for defining the menu, but it should be straightforward.

  • It can be solved by first moving horizontally then vertically, and reversing the horizontal or vertical motion when it overlaps a wall.

    http://dl.dropbox.com/u/5426011/c2/bounce.capx

  • Hi,

    Python runtimes are built by uncommenting

    //#define PYTHON

    in StdAfx.h and building like normal. Then just rename the built runtimes to have "s" in there filename.

  • There was a bug with GenerateCollisionMaskFromTexture() locking a texture region and not unlocking it. Is now in the SVN revision 283.

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R0J0hound

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