Colludium's Recent Forum Activity

  • Amazingly, collision filtering using category and mask bits could easily be made available in c2 physics (it's the default inside the Box2d web library that is used by c2 physics) but scirra decided to not incorporate it. I cannot think of one good reason why, because it's already supported in the code (see line 5331 of the physics runtime.js - if you're familiar with box2d you'll see what I mean).

  • Yeah, but in the mean time are you going to rent it assuming it will change? I kept with c2 because I had it on pretty good authority that if A then B. A happened, but B never did. Wait for c3 I was told, then B. Well, here we are and it seems like c3 still doesn't have B.

    This.

    I'm learning c# for Unity - which is an incredibly powerful tool and actually not that hard. I will likely continue to occasionally use c2 for game jams or to test concepts. The community is (was?) great, but I don't see the generosity of plugin makers continuing in the same way as they did before (I honestly think c2 would have died of it wasn't for rex, r0j0 and other plugin heros). Everything has a price for access now, so we'll see if people will hobby away to help scirra earn money on the back of their work. I wait to be proven wrong (perhaps in a few years c3 will be tempting), but in light of the lack of dev inspiring features in last few blog posts all of my previous excitement has died and been replaced by resignation.

  • Tom - thank you - it was not clear (to me, at least).

  • [quote:28nbzfhl]Is the expectation that people will pay to do beta testing when it's released?

    Of course not

    I guess that depends on what features will be available in the trial version vs the full version. If some features can only be accessed through subscription then those who pay for subscription will also , by default, be paying to do beta testing.

  • I wonder if any of the c2 dev team use a browser based code editor.

    I'm losing faith here.

    So far c3 appears to be little more than c2 revamped into a browser, with a less intuitive save system, access to a scirra version of phonegap build (but no ipa export, so not as good) and a slightly tweaked UI for the 0% of devs who want to do work on a 5" phone screen.

    Is the expectation that people will pay to do beta testing when it's released?

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  • I hear you, I spent a couple of months porting a full version of box 2d web to c2. It's actually 90% complete and includes a built-in platform behavior.... just so I could have collision filtering. But the limited export options were always nagging away at the back of my mind. So I started on this new project a couple of weeks ago:

  • NB that there are 2 versions of the scml plugin. If you're using the latest version of the plugin then you're using the new 'Performance' version of the Spriter implementation. Which means you need to follow the instructions here under the heading "Performance Mode" in the first post. One of the main differences is it no longer uses a drag/drop import into c2.

  • Try this:

    var tempUID = sprite.UID

    var tempX = sprite.X

    var tempY = sprite.Y

    C:Pick by comparison: Object: sprite, Expression: sprite.UID, Comparison: ≠, value: tempUID

    C: Pick nearest sprite to tempX, tempY

    It creates a SOL of all sprite objects that do not share the UID you wish to avoid picking, then it picks the closest one of those to the player sprite's position.

  • I wanted a simple tween behavior to return a tween value for easy use in events. I also wanted bezier curve easing for full control of the a tween curve. I also enjoy the challenge of learning javascript, so I combined Easing.js and this Bezier-Easing javascript library.

    Feel free to use this in your projects: Tween on GitHub.

    If you find any bugs etc then let me know here or on github. I hope you find this useful .

    Actions:

    One-stop set up easing tween

    One-stop set up bezier tween

    Set up bezier tween light (values 0 to 1 returned)

    Pause / resume tween

    Reset and restart tween

    Reverse tween

    Dynamically alter bezier control point values

    Conditions:

    On end trigger

    Is tweening

    Expressions:

    Progress (0 to 1)

    Current tween value

    Get value at a specified time (time 0 to 1). Use this to loop through 0 to 1 and derive the tween values, to draw curves or predict movement etc.

    NB the control point values are entered as decimal fractions (not real world coords), as shown here and detailed here.

  • blackhornet - I like it + very elegant!

  • How I would tackle this depends a bit on how you want to implement this condition in your game. I would do the following to loop through the instances of object Object, comparing the distance to each with a max search distance:

    var MyUID = Player.uid [the uid of the object you wish to ignore from this search]

    var OtherUID = -1

    var ObjectiveX, var ObjectiveY [set these to the x and y coordinates of the center of your search]

    var LocalDistance = 10000 [where this value is the max range of your search]

    C: For Each Object

    C: Object.uid != MyUID

    var tempDistance = distance(Object.x, Object.y, ObjectiveX, ObjectiveY)

    C: If tempDistance < LocalDistance

    -- A OtherUID = Object.uid

    -- A LocalDistance = tempDistance

    If OtherUID > -1 then that is the UID of the closest Object within the search range you specified (-1 = none found). You could also filter the objects for Is On Screen, or you could use a large invisible collision object to reduce the number of Object instances you loop through by first testing for Is Overlapping (only if your layout is huge with many Object instances, otherwise I wouldn't bother).

  • Anonnymitet - awesome, and just about my level of pixel manipulation - thank you!

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Colludium

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