oosyrag's Recent Forum Activity

  • Depends on your cpu.

    http://www.scirra.com/labs/particlesperf/

  • Ah... not sure then. I believe there are some Pin examples when you go to "New Project" in the menu.

  • Suggestion - Add a disclaimer to the Wait tutorial that mentions it is a very special action that completely breaks from how the event sheet system normally works.

    I'd even want to suggest it should probably be something for beginners to avoid, as it seems to be subject to a fair amount of misuse (most commonly in loops). Or maybe make a mention of it in the common mis-used events and gotchas article?

  • You want to use loops to dynamically create and place your grid of sprites, and at the same time you will use the loopindex both for placement and for setting the correct animation frame.

    For example, for 80 sprites, and you want to create a grid of 8x10

    For "x" from 1 to 8

    (subevent) For "y" from 1 to 10

    Create sprite at loopindex("x")*sprite.width, loopindex("y")*sprite.height

    Set sprite animation frame to 10*(loopindex("x")-1)+loopindex("y")

    EDIT: Alternatively, if you have only as many of your sprite on your layout as you have images, you can do a for each sprite, set sprite animation frame to sprite.iid. This may not work correctly if you don't have the same number of sprites as animation frames.

  • In a traditional snake game, the segments of the snake actually don't move at all. The "head" piece leaves "body" segments behind as it moves, and the duration the "body" segment exists for determines the length of the snake.

    Otherwise, you'll want to look into using waypoints system with an array.

  • plinkie means post a .capx file - your project save file, so that we can look at it and see what is wrong. Basically, there is no reason it shouldn't work, like in an example I made previously here. https://www.dropbox.com/s/dkqrwnwdz75qh ... .capx?dl=0

    The guess is that your player is stuck on a solid sprite, which could interfere with the 8direction movement. It may be invisible, but still solid.

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  • Is this what you're looking for? https://www.dropbox.com/s/s7i5gp9zc9fzt ... .capx?dl=0

    And this one I made based on R0J0's first post before I read more carefully and realized it wasn't what you're looking for, but I'll leave it here anyway - https://www.dropbox.com/s/u7ktol9qyy166 ... .capx?dl=0

  • I'm not sure without looking at it, but you might have gotten your numbers reversed. Remember a scale factor less than 1 would be zooming "out" and a number greater than 1 would be zooming "in".

  • Actually clamp() would be more suitable, to set a min and a max.

    In the previously mentioned example capx, the zoom amount is set with the action

    Set Layout Scale to InitialScale * (TouchCurrentDistance / TouchStartDistance)

    You would instead set it to clamp(InitialScale * (TouchCurrentDistance / TouchStartDistance),minscalefactor,maxscalefactor)

    Where min and max scalefactor would be the limits of how much you want to zoom.

  • Thanks for the help and ideas R0J0! I can start to see how I might go about it using right triangles now. Although it seems your Paster plugin would be the smartest way to go.

    Might be fun to try and see if I can put together the generic algorithm to fit any shape triangle with sprites anyway It would solve another problem I recall someone had with skewing/isometric arrow pointers too.

  • Assuming your card object has instance variables defining its properties... When you click it, you'll want to look up its position in your PlayerHand array with the indexof() expression. With its position, you can get the values of that position to push to your new array, and then delete that index in the original array.

  • I'm admittedly a bit of a purist in that I try to work with the base functionality of C2 as much as possible, but I think I've run into a wall.

    For the purpose of line of sight/visibility effects, I need triangles, which don't transform well as normal sprites (ref:http://www.redblobgames.com/articles/visibility/).

    Are there any ways to go about this without plugins? I'm familiar with ShadowLight/Casters, but those have certain limitations (as far as effects/blending) and I worry about the performance.

    I'm assuming I need to use canvas or paster. What are the purposes/advantages of each? Which would be more suitable?

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oosyrag

Member since 20 Feb, 2013

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