R0J0hound's Forum Posts

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    To be fair, since my post that jayjay quoted me with I have since got a replacement for my 10 year old computer so the graphics are no longer a bottleneck on my system. Also the few times I tried mobile export the performance was much better than my old system.

  • Here's something similar to ethan's idea. Doesn't use any behaviors.

    https://www.dropbox.com/s/a2cbp1qc04qd6 ... .capx?dl=0

    It will remove/skip waypoints if a closer wp is found.

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  • the Mnk

    The paste action will draw the selected object onto the canvas wherever it overlaps the paster object.

    So just position the object any way you want before pasting it.

  • No idea. Assuming the chipmunk behavior is the only behavior on the object then it should be fine. Chipmunk objects collisions depend on the collision group, shape, and layers. The sprite action to disable collisions does nothing for the behavior. If the objects are going relatively fast and the the objects are thin then they could pass through each other since the chipmunk physics library doesn't do continuous collision detection.

    Also if the collision polygon is concave then it gets split into multiple convex ones. Not sure if that would cause an issue. The collision response in the physics library is done by pushing convex polygons out of each other.

    Other than that the behavior just converts c2 positions to physics sim positions and back, and the physics library does the rest.

  • I don't think there is an abstracted render pipeline if I understand that right. C2's renderer mainly just deals with quads and sometimes points for particles. Most plugins then just use functions like setTexture and quad to draw stuff. If you look at the glwrap.js file in construct's install you can see all the rendering functions. It's not too deluxe but as it is to be friendly with c2's batching you'd be limited to just drawing with quads.

    The effects system c2 has is pretty much just useable from the editor. It doesn't look like it was designed to be manipulated from a plugin.

    It just seems more straightforward to end the batch, use any webgl you want, and be sure to restore the relevant states used by c2 back to what they were.

  • castor2d

    Here's the sdk documentation if you're curious to take a look:

    https://www.scirra.com/manual/15/sdk

    You can get the webgl context in the drawgl function of a plugin. C2's renderer assumes it's the only thing changing the state of the context so if a plugin changes something it should be changed back when it's done or it will break things. Also c2's renderer is batched so the current batch should be ended before drawing directly with webgl.

    Also, c2 uses an old version of gl-matrix which isn't compatible with the new one used by your library. I ended up renaming everything in the new version to avoid conflicts. I was unable to find a cleaner solution.

    As far as making a plugin the only types available are numbers, text and object types, which can make it tricky to access other kinds of types. I guess you could look in the plugin's section and look at the spine, spriter, and creature2d plugins to see how similar things were done. I think there was another plugin that I can't think of.

  • C3 has only been in public beta for a day. I'd expect them to iron out issues first before adding third party addons into the mix. Waiting longer to get the sdk is no big deal to me.

    I'm pretty sure they explain your other questions in the blog. As I recall, beta for a month, game jam last week and for sale after that.

  • Correct me if I'm wrong, but I gathered from the blogs n such that once c3 is loaded then an Internet connection is no longer needed at all to be able to use it. If that's true, then once c3 is loaded you should be able to disconnect from the Internet and keep using it no problem. The only thing that wouldn't work is saving to or loading from Dropbox or the other online file hosting services.

    Actually, I'm curious to try something now. What if you closed the chrome browser with c3, disconnected from the Internet and re-opened the browser and tried to load the c3 website? I seem to recall Ashley talking about offline cache in his blogs... I'll have to try that tomorrow.

  • Construct 2 addon files can actually be used for effects as well. They just aren't used often.

    how-to-make-a-c2addon-file_t79695

    According to the blog the c3addon file format is similar. It also states that they want to release the sdk documentation early on during the beta.

    https://www.scirra.com/blog/193/addons-in-construct-3

    It also says c2 plugins mostly would require rewriting the edittime portion of them to port them over. As far as effects go I'd imagine it may be as simple as putting it in a c3addon file. We just need to wait for the sdk to find out the details.

  • updated links

  • They have a JavaScript runtime they are working on here:

    https://github.com/2d-inc/Nima-WebGLAnd here is the example they provide:

    http://htmlpreview.github.io/?https://g ... rcher.html

    It's by no means a simple example to learn their api from. The only docs are the source code.

    Now, I don't actually have any interest in making a plugin for this. A good plugin would first require a good understanding of all you can do with the api and how to do it. Then from that something would need to be designed to make it easy to use from the event sheet. I simply don't have the patience to do all that, but here's an example that may be useful to someone who wants to actually make a plugin. Apart from the boilerplate stuff the example itself is simpler than the one on github.

    https://www.dropbox.com/s/r3my2jkzjf12j ... .capx?dl=0

    It loads the js files needed, loads a nima file and some animations, animates it and puts the rendered image on a sprite.

  • There is no plugin in C2 thar has a builtin editor that does that. There are tools to do it and create a json string that you can load into the array object.

    * There are a few free capx on the forum that do it.

    * A few sold in the store.

    * You can make the spreadsheet in excel and export it as a comma seperated value (cvs) file. Then you can load that into an array either by doing it yourself with a loop and the tokenat() expression or using a plugin made to parse the file.

  • Here's an example you can pick apart:

    https://www.dropbox.com/s/u96faamkmbb95 ... .capx?dl=0

  • You could do the app side of it in C2. Most of your work would be to make a server to host all the info and such. You'd have to do that with something else.