Momio's Recent Forum Activity

  • As I said in another thread, Im currently trying to make an image tweaking program (PC with node webkit). Just a few adujstable webgl effects aplied on a loaded image.

    Now im wondering how can I actually save the tweaked picture, if this is possible.

    For the "actually applying the effects on the image" part, while I still didn't get to that, I guess I could paste the image on a secondaty sprite with the paster plugin to get the picture with the effects "burned" on it.

    But is there a way to save a sprite frame to disk? Maybe some way to access the URI of a sprite?

    Thanks!

  • Nice and simple, cool!

  • Thanks for your answer! I was going to give it a try, but there actually was a misunderstanding with the client, with "app" he meant a Pc program, so I'll use node webkit and things should go smoother from now on

    I still have some questions, but I'll probably start a new thread for them...Thanks, guys!

  • Thanks for your answer!

  • Hi!

    I have the opportunity of developing an app (not a game!) for a possible client and I have some doubt about if I can do certaing things with Construct 2 or not on a mobile platform.

    Basically, the client is a graphologist, and he wants an app to visualize signatures and tweak the image, things like "basic photoshop stuff" that actually are quite easy to do with C2 filters (Exposure, contrast and that kind of stuff)

    I don't have the specific requirements yet, but I have a lot of doubts about basic stuff that kind of app would need:

    -Can I access the camera on mobile with the user media plugin? Is possible to save pictures taken with the app on the device?

    -Can I access the photo gallery of the phone in order to use stored pictures? Does the FileChooser plugin work on mobile?

    What exporter would be more appropiate for this? I have some experience with C2 already, and a published game on Google Play (I used CocoonJS), but I didn't do much with Construct since then (Almost a year ago, September or October 2014, I think) and Im not up to date with progress on the different options (Although I didn't use it yet im in the new Cocoon Beta, so I have that option too)

    Thanks!

    (EDIT: Im not sure yet, but the project would probably be for android)

  • I solved it! (Well, kinda)

    I just prescinded of using the pin behaviour to bind the rectangle to the player object, and did it manually (as I was already doing with the arrow tip)

    By the way, first way I tried to do this was by also pinning the arrow tip to the end of the rectangle, but apparently, pin behavior doesnt take into account size changes (at least with width variations) so the arrow tip was stuck at the begining of the arrow no matter the actual width of the arrow body...I dont know if this is expected or if it may be a pin behavior bug.

    With doing everything manually the arrow shape is perfectly consistent, although this 1-frame lag the arrow tip was suffering is now present at the point where the arrow comes out from the player object.

    Not perfect, I know, but its actually barely noticeable. Specially if compared to the botched arrow shape from before.

    In any case, thank you guys!

  • What Im trying to do is quite simple, a drag&drop type arrow that extends from the origin point to the "touch" point.

    Im using two sprites for this:

    A simple rectangle for the "body" of the arrow which width I'll be adapting on real time (Width = distance(Self.X, Self.Y, Touch.X, Touch.Y) ). Its center is on the left end of the sprite, and it has another image point on the right end for the next sprite.

    A triangle shape for the tip of the arrow (The arrow tip uses his own sprite because I dont want the tip to get deformed with the changing of width, obviously)

    The body of the arrow is pinned (position only, not angle, since the angle would be angle(Self.X, Self.Y, Touch.X, Touch.Y) ) to where I want it to origin, and the tip of the arrow is replaced at every tick at the corresponding image point with the corresponding angle.

    And well, it works. The problem? When the origin of the arrow is a behavior-based moving object.

    In my example, you can make the arrow appear holding left click, and it looks ok, the problem comes when at the same time you move around the origin (standard 8Direction behavior, use the cursor keys), specially if you are moving away from the arrow.

    As you can see, the arrow tip gets misplaced, not by much, but enough to break the arrow shape

    Am I doing something wrong? Any workaround for this?

    DEMO

    CAPX

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  • Thanks for answering, as I said before I managed to make it work, the problem I had was that the data I was trying to submit was not correctly formatted for a time score.

    Still didnt manage to show a list of leaderboards, although I already released my game months ago and dindt really look further into it.

  • No, you dont need to. As a matter of fact you can actually find a lot of games under just the author's name (for example: myself )

    If you plan of uploading paid apps or games with in-app purchases, you'll need to make a "google merchant" account and you will be asked about things like your bussiness name and such, but you can just input your personal data.

  • <BUMP>

    I reached this old thread because as UberLou I want to set the particle angle (the sprite, not the emission angle)

    As Xionor says, its easy to do the particle stuff yourself, but since we already have the particle object...I guess that implementing things like particle sprite angle, acceleration, and randomizing of both parameters and such would be trivial to implement, right? (As well as the rest of stuff OP suggests)

    This little things would really improve the particle object!

  • Wow, pretty nice work!

  • Here are some gifs so you can see how the game looks

    Any feedback would be appreciated!

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Momio

Member since 20 May, 2014

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