Joannesalfa's Recent Forum Activity

  • I'm currently working on a Polygon plugin. You basically feed it some vertices (in the proper order) in local space and then draw.

    It also handles collisions.

    What I have done so far:

    Condition:              ?

    - Is overlapping another object

    - Is overlapping at offset

    - Collisions enabled

    - On Drawn

    - Compare area

    Actions

    - Add Vertex (x,y) \\ in local space

    - Log Vertex List \\ outputs the vertex list in the js consol

    - Draw Polygon (fillColor,lineWidth,lineColor) \\ every change in vertex list needs a draw call to be seen

    - Move Vertex (index,x,y)

    - Remove Vertex (index)

    - Clear Polygon \\ empty the vertex list and erase the poly)

    - Load (JSON)

    - Download (JSON)

    Expression

    - VertexX(index) (in world space)

    - VertexY(index) (in world space)

    - VertexCount

    - Area

    - LocalVertexX(index) (the original values entered in Add Vertex)

    - LocalVertexY(index) (the original values entered in Add Vertex)

    - asJSON

    Basically everything in this list is done and I'm already using it for a project so I can thorouoghly test it.

    Also it might not be super easy to work with since I'm mixing local and world space. But that's what I found the most practical.

    You create vertices relative to the position of the object so you can feed the same vertex list to other instances an have the same shape drawn.

    And you retrive the vertex position in world space so you can "pin" some objects to them or do some calculations.

    You can copy polygons using either the LocalVertex expressions or Get as JSON -> Load

    I don't support textured polygon for now at least... If it's not too hard to implement and if it doesn't make the plugin too complex I might.

    I think I'll be releasing it this month so we'll be able to talk about it in its own topic =)

    Yann it looks interesing! Isn't based from Rojohound's canvas plugin?

  • these 3 events are triggers,

    On start layout is useful to setup some actions like transitions, ready set go, etc..

    On end of layout, is useful to stop music and sound, etc. if you go to another layout.

    On loading finished, if you use layout preloader, when the loading is complete, you should make it go to another layout to begin the game.

  • I don't know how it happened...

    isn't related to C2?

  • Perhaps you should practice how the events work, then you will master it.

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  • http://www.scirra.com/arcade/example/1050/patrolling-example

    You should check that list before to create new threads here.

    http://www.scirra.com/forum/topic45416.html

  • Use High resolution PNG instead of vectors

  • > I've done this event for 3 times, next friday will be last :)

    >

    >

    What was your experience?

    Nice, it's part of exercise

  • It's very possible, there another HTML5 version of this game.

    http://scotland.proximity.on.ca/asalga/crayonphysics/

    I doubt if it can be done by loop, i couldn't help you.

    Anyways, there a quick and dirty trick to create static physic objects according to this

    http://www.scirra.com/forum/plugin-unistroke-gesture-recognizer_topic48720.html

  • Hi all, for spanish speakers please go to this:

    facebook.com/unsupportedbrowser it's another "forum" to discuss about C2, there are some good people :)

  • Here's an example .capx to demonstrate what I'm talking about.

    ArrayCreationTest.capx

    In this demo, every time the player clicks, they should see the text "Created Array"

    But the arrays aren't being created for some reason...

    Help please?

    I tested your .capx, they arrays are being created due to total count of arrays.

    It seems array on container doesn't work, maybe it's a bug or design. Why would have more than one array for each sprite?

  • Actually, i tested on my mobile and is lagging as "hell" well, i'm trying to recreate new game to make sure do not cause slow

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Joannesalfa

Member since 8 May, 2011

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