Yann's Recent Forum Activity

  • If I understand correctly you want to control which angle is considered a walkable slope and which angle is considered a wall.

    Unfortunately, there's no slope control in C2's platform behavior.

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  • travhoang1991

    nope

  • thehen

    For now, I see no reason why it shouldn't work.

    An easy way to test that would be to just create instances of polygons with physic behavior and with random set of vertices (for example on a touch event) and see if they interact properly with the environment.

    Once you made sure of that, you can safely implement the splitting and integrate everything in your game.

    Edit: I just checked my old demo, you can just modify that to create new instances and check various interactions to see if a bouncing melon bounces well enough etc.

    Because in the end, what the splitting does is deleting the current polygon et creating two new ones. It's a more deterministic version of the physics demo (:

  • Arima

    I'm using phonegap, because cocoonjs adds 4 to 5 Mb to the games and at work I need something around 1Mb.

    And I think on cocoonJS it doesn't happen because they run their own engine.

    Also any condition you can find isn't usefull since there's no action that say "Touch: set use mouse input to Nope"

    It's only an edit time property. Hence sensible to the configuration settings in the long forgotten configuration panel I discovered some days ago, and then I got this idea.

  • Arima

    Nope, it's just that when you set the Touch plugin's property "use mouse input" to "yes", the javascript will register events for onmousedown/onmouseup/onmousemouve as well as for the touch events.

    But some devices (well, for now I've only seen it on Xperia), catches mouse events as touch events.

    So when you touch, the "on Touch start" trigger will trigger twice.

    So if you do something like "on touch button" > change layout and you land on another UI with another button at the same place, it will also touch it.

    So I basically have to remember to disable "use mouse input" each time I do an export. And I have to admit, I forget very often...

    newt Ashley

    All properties aren't available via events (the "Use mouse input" of the Touch plugin isn't), so no, I can't always use the Is in preview condition to have various configurations. And in my opinion, it shouldn't be the role of the event sheet (it's hard to read enough as it is)

    Also my idea of setting different configurations for export or preview could be expanded to set different configurations for the various type of export you can do (html5, arcade, phonegap, cocoon, node, etc) and also the various type of preview (desktop, on LAN,...)

  • Hello,

    I'm making a game for android and I have to set the use mouse input to Yes for testing on desktop and to No when I export to avoid double input on the phone.

    That's only an example, but there are probably other situation when we need a different configuration between preview and export.

    Also my problem is that my export take a lot of time (maybe another suggestion would be to not re-export assets already exported... sprite sheeting can take a lot of time), so I'd like to avoid configuration mistakes.

    So here is my idea:

    We already have a configuration panel that seems to keep object's configuration states.

    So maybe we could set up construct to set one of the configuration for the preview, and another for the export.

    This way, for my example I could set the use mouse input to yes in my preview config, and to no in my export and just forget about that (:

    Hope it makes sense

  • oronbz

    This capx is very old. At that time you couldn't retrieve the parallaxe value of layers at runtime, so I had to put the values somewhere.

    Now, you don't see any use of them because I reverted the capx back to no parallaxe because I wasn't able to make things work as I wanted to.

    maybe I'll give that a new try some day...

  • Ashley ok got it thanks =)

  • First I don't know if it's really a bug since I don't really know if it's expected or not.

    But at least I think it should be mentionned in the documentation.

    The problem is that if you use the touch plugin and you leave the Use mouse input to yes, in Xperia/Android 4.1.2 (and possibly others) you'll get 2 touch input for every touch:

    • one for the touch itself
    • and one from the mouse event.

    And since it's asynchronous you can't even block the second one with some variables check.

    I think that ideally the plugin should handle such thing, but if it's not possible or too ugly to do (like checking for phone/OS versions), it should be at least written in the documentation that leaving the Use mouse input to yes is bad practice.

    Maybe also it could be interesting to have three option "Use mouse input: No|Previous only|Always"

    Anyway, here's the proper report.

    Steps to reproduce:

    1. Use the touch plugin

    2. Leave the Use Mouse Input to Yes

    3. Build an APK in phonegap

    Observed result:

    One fast touch triggers two touch start and end events

    Expected result:

    Only one touch start and end events

    Browsers affected:

    APK from Phonegap

    Operating system & service pack:

    Xperia with Android 4.1.2

    Construct 2 version:

    r142

  • It's not drawn by the GPU, it's drawn by a off-DOM canvas2D element and then the resulting texture is sent to the GPU to texture the object's polygon.

    So you still get as fast as the Canvas2D is.

    I warned you in the first post that's why my 3D test is so slow (:

    But you should be able to draw one polygon and move/scale/rotate it with C2's set position/size/angle function without triggering any redraw of the polygon itself.

    You only ever redraw the polygon texture when the vertices are modified.

    So unless you're modifying the vertices of your 60 polygons every frame, it shouldn't be too slow.

  • Hey, this time, just to be original, I did mine with unity ;p

    http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=5046

  • rename your capx as .zip

    unzip it

    look for the missing texture and compare with any reference in the .caproj (open it with a text editor)

    the .caproj is an xml file which reference all plugins, behavior, objecttypes, and project parameters of your project.

    It is read on opening and if you read the error message it just means that you have a ressource missing.

    You can either delete the reference in the xml (if you know xml well enough) or recreate a placeholder png you would put on the texture folder and try opening the caproj with construct2

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Yann

Member since 31 Dec, 2010

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