brunosxs's Recent Forum Activity

  • Thanks for your time to explain this out man.

    I will keep experimenting with the plugin and keep studying.

    Early in construct 2's life I did a pseudo 3D effect that tried to replicate this. It used three diferent sprites that moved and overlaped over each other depending on the player's coordinates in the canvas. It worked, but it was not without quite some time and effort, and it still needed improvement. Maybe my code was slow, or construct/browsers of the time were at fault. I forgot about it until I saw your plugin.

  • Really neat. Really impressive. I was amazed and still am, and I know I'm barelly scratching the possibilities this plugin could do.

    So I decided to give it a try now that I finally had the time.

    I am just messing around right now to get to know the functions and everything. I decided to simulate a parallax with a 3d foreground, while a character moved on a layer below.

    I did a simple rectangle model with a brick texture and added it to the project, but when I try to rotate, it gets some artifacts at certain angles. To leave no room for doubt, I tried the capx in one more computer, with an nvidia gtx7xx. The computer where I did the first test has an amd card.

    Oh,BTW, Is it a feasible effort to try to make a conversion of construct 2 canva's 2D coordinates on the fly to the 3D viewport?

    I am still confused by the viewport plugin and its relation to the cameras and the main plugin. Do you have more examples?

    Following is a capx with the same model and the problem. Using r190

  • The best way would be a XML. You can make many other things with it.

    The cool thing is:

    You create the way it's organized, not limited by groups like in INI

    For example, I'm developing an rpg system which has its characters set by an external file.

    And I also have a second one just with the text.

    Dialog example(which can be furter developed, you can nest an infinity of text inside each character for example)

    <chapter 1>
    <character-a>Grab your destiny!</character-a>
    <character-b>Did you see the ghost?</character-b>
    </chapter 1>
    
    <chapter 2>
    <character-a>The cake was a lie.</character-a>
    <character-b>There was no ghost? Myths are created by a lack of purpose.</character-b>
    </chapter 2>[/code:6zm3cgim]
    
    Example of data for a character, which will get interpreted during the excecution, I can't stop to think about the creative possibilities brought thanks to it and the modularity we could achieve, like, an editor with really easy and straightforward sintax:
    [code:6zm3cgim]
    <monster name="Pikatchoo" type="famous" atk="12" def="12">
    <info>It's a clone of a famous japanese character, always with the flu</info></monster>[/code:6zm3cgim]
    
    Here is a tutorial link which explains how to get the values from a file:
    [url=https://www.scirra.com/tutorials/354/xml-parsing]https://www.scirra.com/tutorials/354/xml-parsing[/url]
    
    I suggets also taking a look at w3schools, I found their explanation really easy to grasp and in 3 minutes I was making a heavy-nested file filled with data for characters.
  • Wow, the CHAIN is exactly like it!

    Nice way

    Clever use of families. I tried using families in a way completely different. No wonder it didn`t worked.

    Thanks! This could help tremendously in a procedural generation of anything.

  • Well, there are many ways to implement things like that. You could put the guns as separate entities and this is where this little feat could shine.

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  • For an example: If a character changes a weapon, say, from a handgun to an heavy one, the imagepoint which the bullet would come from, would definetely change. I think it's easier to code this rather than change in the image editor.

  • hey no problem. I appreciate your effort.

    There should be a way to do this... I thought about arrays but couldn't implement anything. Because it all comes down to the selectors.

    As I said earlier, if we could make the selectors more flexible with an expression, just like there is in other languages, this would be easier.

    I'm thinking of venturing myself into pluguin creation to see if I can inplement something. But that's for another time.

  • Using the capx as an example:

    I want that just by putting the lamp in any place of the layout, the code would work to create the wires till the top of the screen.

    To create it till the top is possible as I managed to do, but to make the revolute joints follow in place has proven an impossible task till now.

  • I just changed the saved version parameter in the xml and now it's opening fine in 163.

    Here it goes

  • While I'm downloading and porting the code to the 163, I made this sshot:

    http://s8.postimg.org/wt1enjzph/lamp.jpg

    The code is not finished so I didn't bother to actually make the spawning of chains to stop once it reaches the top.

  • Sadly, I have already saved over the cap with a more raw approach(linking each one by an event...)

    I couldn`t make it work because there was no such selector, but anyway, I can recreate it and post it here so everyone can learn.

    But there`s no need for hiding the code.

    I have now the last beta r167.2

    Oh, and of course, thanks for at least try.

    EDIT: Here it goes, the cap made in r167.2

  • I thought about families, but it would not prove to be the best solution.

    You see, think about a chain. This chain will go from point A to B.

    What I'm trying to do is, by loops, creating the links at runtime by just passing the position of A and B and bound each one of those by a joint.

    So the first will be bound to the second, while the second will be bound to the first and the third, and so on...

    The code would look something like this:

    While Chain.Index > 0 do:

    Chain(ObjectsCount) Create physics joint to Object(ObjectsCount+1)

    Add 1 to ObjectsCount

    But my attempts so far have proven fruitless, no matter how I try to approach it.

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brunosxs

Member since 7 Dec, 2011

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