Prominent's Recent Forum Activity

  • Okay, I solved my problem:

    I wanted to press up and down to adjust textbox values for numbers, and when setting the value it wouldn't trigger events.

    I needed to add "this.oninput()" which triggers the on change events.

    using execjs

    "$(document.getElementById('number')).on('keydown', function(event) { 
     if(event.which==38){
     this.value=parseInt(this.value)+1;
     event.preventDefault();
     this.oninput();
     }else if(event.which==40){
     this.value=parseInt(this.value)-1;
     event.preventDefault();
     this.oninput();
     }
    });"
  • The actions you are running for on text changed event, add them to the set text event.

    No.

    That is not possible in my case.

    I'm looking for a way to trigger the event.

  • How do I trigger On text changed when I set input box's text via events?

    When I type in the box, it triggers, but when I set the text via events, it doesn't..

    how do I trigger it?

  • That depends on what you're trying to accomplish.

    If you set an object's global property to Yes, that object type won't be destroyed when a layout changes. So in that case, it should keep the same uid when the layout changes.

    You can also retrieve the Uid of any picked objects at any time, so if you need to find a uid of an object to create a joint with, you'd pick it via some conditions first, and then use it's uid expression such as Spritename.uid

  • did you change any events between tests?

  • this video shows all the chipmunk joint types: youtube.com/watch

    when you add a joint, there are various properties you set, mainly where the joint positions are located.

    You can choose between various ways to input the positions, such as:

    Layout- which will take a position in the layout.

    Rect- which is a relative position to the object (for example; x=5 would be 5 pixels right of object origin, and y=10 would be 10 pixels below object origin).

    Polar- which is an angle and distance from an object's origin point (so an angle of 270 point up, and distance 10 would be 10 pixels up from object's origin point).

    Imagepoint- which is a current position of an imagepoint on the object (the second parameter would not get used in this case; only the first parameter which is set to an imagepoint index number).

    Some joints require a different number of parameters to be set based on the type of joint it is.

    You would add the action to one object, and then supply the UID of the other object it is connecting to in the parameters.

    There is also a Tag property that can be set so that you can use other useful expressions after creating the joints. The tag is basically a unique name for the joint. You supply this tag in expressions to retrieve properties of the joint after it is created. So you can destroy joints with tag "uniquename" for example, or return the joint type, or the current anchor position, etc..

    there's a lot of info in the behavior thread: construct.net/forum/extending-construct-2/addons-29/behavior-chipmunk-physics-82151

  • This has been argued a lot in the past, and scirra did not do enough to improve it. I feel that importing and managing spritesheets is one of the worst things about construct.

    You also forgot to mention that you have to recreate the collision polygons and image points when you reimport them.

    And, they won't be adding any new features to C2 now, anyways.

    They may have reasons why they don't want to improve/change it, but that doesn't change the fact that the current way sucks and is inefficient.

  • I’d be interested in a simple tool to create 3D games. There are unlimited features that could be added to a 3D engine, so I’m curious what minimal feature set could be to still be fun and enjoyable to use.

    Lately I’ve been less interested in flashy special case features, and more interested in simple core features that could be used to build those special case features.

    So what would such a program have? I’m sure we all have a varying list of things we would want.

    * object types: camera, 3D mesh

    * A level editor to place, size, orient said objects

    * a way to get keyboard input as a minimum

    * an event/simple scripting system to move stuff about.

    * we’d want functions and some kind of arrays at least.

    If we could access all the mesh data with expressions, even better.

    After that I have a cascading list of ideas. Lol. But those basics could be enjoyable. In that base state there would be lots of math to do stuff, but I don’t think it too bad. Simpler helper functions could be made to hide the math.

    Of course there would always be things to optimize and improve.

    The dream feature list would be:

    * editor built with same engine for ease of adding editor features.

    * a simple way to make shaders in the editor without using glsl.

    Ahh it’s fun to dream and design in your head. Kudos to anyone that takes such a dream and try’s to make such a thing for fun.

    If I had the time and was more confident in my programming, I'd probably make an attempt at building some kind of game tool. I built my own 3d editor using the three.js library in the past: http://www.crocotile3d.com

    I made that because I wanted something simpler than all the generic 3d editors out there that are bloated with features. It's difficult to visually focus in programs that throw everything at the user, it becomes overwhelming. So that was my attempt at a simpler concept of building 3d models using 2d tiles. I like the pixel-art aesthetic too.

    As for a basic 3d game tool-

    What I would want is at least the ability to load .obj models and texture them. With ability to control/edit UV values so that you can have animated billboarded sprites- and also ability to change textures.

    Also ability to move, rotate the models, and scale.. x,y,z axis separate from each other.

    Also would need to be able to set the "Alpha Test" values, along with transparency, so that objects behind sprites can be seen through the transparent parts.

    Also ability to set opacity, hide/show objects. Maybe also the ability to Tint the objects.

    Some other helpful things would be stuff like setting the Up vector of objects, and having helper functions to make objects look towards a position. Maybe some simple collision/intersection checks, and raytracing.

    I like to remove some of the complexity when developing 3d games by using billboarded sprites instead of animated 3d models. I also like to remove lighting and other effects and go for a more clean pixel-art style.

    A 3d game can be simpler than developing a 2d game that uses a lot of complex animation and effects.

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  • I think some people are being a bit too critical here, due to their preconceptions.

    The original post simply raised something to think about as far as making 3D games via a construct-esque program. It never suggested that construct should incorporate 3d into it.. It didn't suggest that scirra make a 3d program either.. It didn't put any limitation on how a program like that could be, yet some people are adamant that it must be a specific way or it won't work- and then saying it can't be that way because of such and such reason, and so there's no point discussing, etc. That's just being close-minded, and basically saying that you're not interested in discussing things further.

  • There are currently some attempts being made to add eventsheet style programming to Godot

    github.com/godotengine/godot/issues/17795

    If you are interested in an eventsheet capable 3d engine, I would suggest you go and encourage them on that github issue, and maybe it will help motivate them further. The github post is rather long, but as you can see at the end, there are attempts being made to include an eventsheet style way of programming in Godot.

  • ok.. I kinda figured that'd be the case.

    I'll just have to wait until I get new specs.

  • Which browser and version are you using? It correctly detects support for me in the latest Chrome, Firefox and Edge.

    Chrome, Version 49.0.2623.112

    I can't run newer versions of chrome and nw.js

    Why would changing how the Edge support is indicated mess up the compatibility with Chrome versions? Doesn't seem like you'd have to remove compatibility with old chrome versions to fix the Edge indication, or am I mistaken?

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Prominent

Member since 28 Apr, 2012

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