piranha305's Recent Forum Activity

  • Yeah I can add some documentation, there are still some features I want to add to it though. The very basic scaffolding is there, but it needs some polish.

    What type of documentation did u have in mind? Like how to use the app or how its was coded like the code architure?

  • https://github.com/armandoalonso/C3PluginGen

    I have been working on the app for a few days and its currently very basic. I will do continue to improve and update it. It most likely has a few bugs. If any one wants to help test, create an issues on the github, or if you want to help develop create a pull request.

    Let me know of any improvement ideas, currently it only works on Windows.

  • this looks pretty awesome so far, do you plan to open source it?

  • if that property is disabled, does the GPU still use up fill rate, i know if you have an image with transparent section it still takes up fill rate, does setting this property just make the object transparent or does it not render it at all?

  • does this work with c3 and phonegap? i did a regular cordova export for android but the config.xml does not contain any plugins for admob, is there a work around to manually add the plugin if its not being exported by c3?

  • hey awesome stats, qq you have the pay to remove ads in your game, did you use construct iap to do that? or some other plugin?

  • So let's say I have 3 objects and I have 1 event sheet that contains events for all three objects and I share that event sheet with multiple layouts... If the layout only contains instances for 2 of the objects does construct still evaluate the other events for the unused object? Are there some optimization that take place? Or is this just bad practice and is better to have multiple layouts in this case?

  • is it possible to setup unbounded scrolling to only out bound scroll on the x axis? would a work around be have a camera object and every tick set the x of the camera relative the the object you want to follow and keep its y the same?, what would be the disadvantage of doing it that way? would it effect performance doing that every tick??

  • can this be ported to c3? is it still being maintained?

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  • yes i must have been due to the calculation, i changed it to use the moving angle and its working perfectly thanks!!! i was not aware of that property, i must have overlooked it, but its awesome thanks

  • this is how i have managed to get it kinda working

    + Enemies: Is Pathfinding moving along path

    -> System: Set angleToNode to angle(​Enemies.​X,​Enemies.​Y,​Enemies.​Pathfinding.​NodeXAt(​Enemies.​Pathfinding.​CurrentNode)​, Enemies.​Pathfinding.​NodeYAt(​Enemies.​Pathfinding.​CurrentNode)​)

    ----+ System: angleToNode is between 0 and 45 degrees

    -----> Enemies: Set animation to "right" (play from beginning)

    ----+ System: Else

    ----+ System: angleToNode is between 46 and 135 degrees

    -----> Enemies: Set animation to "down" (play from beginning)

    ----+ System: Else

    ----+ System: angleToNode is between 136 and 225 degrees

    -----> Enemies: Set animation to "left" (play from beginning)

    ----+ System: Else

    ----+ System: angleToNode is between 226 and 315 degrees

    -----> Enemies: Set animation to "up" (play from beginning)

    ----+ System: Else

    ----+ System: angleToNode is between 316 and 360 degrees

    -----> Enemies: Set animation to "right" (play from beginning)

    but as the enemy approaches the current node his animation start going crazy

  • Kyatric

    is there a way to accomplish sprite animation using the official path finding behavior? by comparing the direction the object is moving along the path?

    is there an example of that somewhere? would i have to capture the previous x and previous y and compare those with the new x and y and get the direction for that ? or is that a built in way in the official plugin to accomplish this?

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piranha305

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