Magistross's Recent Forum Activity

  • I'm using Chrome version 57.0.2987.110

    Here's a screenshot.

  • I'm getting this error :

    "Failed to execute 'texImage2D' on 'WebGL2RenderingContext': The cross-origin image at https://firebasestorage.googleapis.com/ ... 34acd970e7 may not be loaded."

    And as you pointed out, the image is correctly loaded with GET but an exception get thrown anyway when you try to display it with the sprite.

  • Good suggestion. I started "namespacing" my variables/objects/ after a while, and forgot to revisit some. I'll add this on my list.

  • Look inside the console and check if any error could be keeping you from loading your image by URL.

  • Thanks for your input Mikal, edited the instructions post with your findings concerning C3.

  • It all depends on the settings of your project.

    For example, the DIALOGUE_WIDTH should match your game's window size or be a little smaller, depending on your need and the coordinates you used to position the dialogue window.

    If your game's window size is very small, a DIALOGUE_MARGIN of 16 is probably too much and you should adjust it accordingly. For best results, it should match your 9-patch window object's margin size.

    You can't really break anything unless you use absurd values that makes no sense, so don't be afraid to experiment a bit.

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  • TheGreatAdam12

    Those are local variables under the "DialogueSystem" group.

    What do you need to know exactly ?

  • Laurent

    Here's an automatic conversion of the plugin using blackhornet's tool.

    I also updated the grid example and you'll need the latest plugin version to open it with C2.

  • Bumping this topic for another new version.

    I stumbled upon a nasty bug that made the plugin rebuild its array representation of the tilemap every tick instead of only on the first tick. This could have caused quite a bit of slowdown when working with large tilemaps.

    Added a new condition : "Is tile walkable from". Basically the same as "Is tile walkable" but this one take into consideration directional conditions and thus need another coordinates pair. It will always return false if the two pairs of coordinates aren't neighbours.

    Also removed the jQuery dependency by removing the jquery.map() call and using array.map() instead. All modern browsers should now support this.

    New version here.

  • Laurent I have no short term intention of converting my plugin to C3 but I'll try to see if blackhornet's converter could do the trick.

  • There's the Pointer Lock API that you could experiment with. It's a powerful API that allows for the full disabling of the mouse pointer. However, I believe it can only be activated with an actual user input event.

  • Hey tdcostas

    I tried to create some sort of breadth-first search algorithm to play nice along with my EasyStar.JS plugin. I soon found out that I needed a way to retrieve the cost of a tile if I was to be able to do anything.

    Here's the result and the new behavior files needed to run it.

    In this example, you'll notice that I'm never using any actual pathfinding. You'd use it however to move to a selected tile, but that's the easy part.

    Note that I take for granted that the minimum cost for a tile is 1. That's why I set the "movecost" array size to "MovePoints*2+1".

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Magistross

Member since 4 Jul, 2011

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