Colludium's Forum Posts

  • Colludium does not say this, but its behavior Platform2 solves this problem.

    Too kind!

  • This is because of how the pushOutSolid function works - a hidden function in the runtime that is used a lot by the platform behavior. The only alternative would be to write your own push-out system using events (ouch) that caters for the type of movement you're looking to create.

  • repkino - a direct function call method is an excellent idea. I will add it, so you can set function name and any number of parameters to pass.

  • Just drawing up the second option method now! The events will have access to all tags, variables and object references that are constructed inside Twine. As the plugin scans the text for these values they are removed - and that is done by removing all text after the first declaration. So none of it will be displayed in the in-game text - you'll just have to remember to declare variables etc after the end of the text or bits will get stripped out.

  • repkino - I like it! How would you like this to be done? You could add an object name as a Tag as it currently stands, or would you like a special syntax to indicate an object link (via object variable) that would then have an event to declare that specific value / values?

    To mark it in the text it could use something like a double hash:

    ##ObjectReference

    ?

  • this is a fantastic idea.

    so you input the whole thing into an array, but do you offer Actions and Events in order to leverage the power of Twine? I assume the answer is yes.

    So there will be a global pointer that always knows where you are in the story? will there be a SendBranch action that can pickup in the middle of a 'story'? or be able to jump over points?

    Thanks jobel and, to answer all of your questions: yes!

    I am just finalizing a method of special syntax, borrowed from some ideas used in Twine and also in Yarn. What I want to do is provide a simple syntax just to expand the capability of the plugin by allowing you to add variables in the node text. So, to declare a variable you could use:

    myVar 100

    The plugin recognizes the ">>" as a variable declaration and after the whitespace is the returned value.

    So, with Tags and variables I think it will be possible to make some complicated decision flows for a game.

    But there is still more work I need to do on this to make it truly useful...

  • Ninjadoodle, I'll send you a PM. Bottom line is that I cannot support c3 because the new runtime will be hidden from sdk devs.

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  • If you're not familiar with Twine then you can check it out here. It's an excellent, simple and open-source dialogue generation and management program designed to make it easy for you to create complex game dialogues.

    This plugin allows you to import numerous stories into an array and then easily follow the dialogue flow you designed in Twine. This plugin also includes XOR encryption so you can import encrypted files with your project - and the text won't be decrypted until you demand it. It's not CIA proof, but it'll do for most situations.

    This is still a work-in-progress. I want to figure a way of including variables syntax in the text field because the JSON export method appears to limit the available features... But it's working alright so far and, perhaps that should be for an update, depending on interest etc.

    Take a look at the demo.

    Any ideas of features to include - now's a good time!! Cheers.

  • That's by design... Box2D collision filtering has not been incorporated.

    However, you could use my plugin (paid, link below) or there's a good version of Chipmunk physics available if you search the forums. Both have 'proper' collision filtering systems..

  • Making dynamic games for mobile using this platform is often fraught with frustrations like the ones you are experiencing. Html5 wrapped games do not nearly perform as well as native options like Unity or Corona SDK etc. I can only suggest you minimize the number of condition checks that happen each tick - every option to reduce cpu load should be embraced. But it may not be enough, even then... I started with c2 with the same intentions and have moved on to other platforms because of this. :/

  • Why not make all of the rockFam objects the same width as the layout, then you won't need to resize them every tick? The engine only renders what's on screen, so it makes no difference. You could also try to position a bunch of bg_road_stone objects randomly at the start of the layout, then you can delete the bg_road_stone conditions. Same goes for the obj_noSolid conditions.

    You must use dt as I directed as well in my earlier post... Your response led me think that you weren't going to bother making those changes.

    Finally, I am sorry to report, if your android hardware is not top spec then you're likely to encounter problems like these using html5 on older mobile hardware and there is nothing else you can do.

  • Does your browser support webgl? webgl test

    Also, you're moving the car 5 pixels per tick, but that is not a framerate independent value... it should be 300*dt (assuming you want 300 px / sec).

    Regarding the scroll-to lerp, you should really use the technique shown in this blog, so the pan works at all different framerates. This means that the Scroll To X should value should be: lerp(scrollx, main_car.X + 300, 1-0.05^dt).

  • Hi,

    Version 1.01 has been submitted to the store for approval.

    Bug fix. There was an error in parsing uploaded AsJSON shapes.

  • repkino - Happy to help if I can! That picture - that's one lovely sprite (and huge collision polygon - watch out for performance hits with that many vertices!). Cheers.

  • Thank you for your inspiration!

    I can not make it work

    Probably need capx an example for this

    Hi - I sent you a PM.