R0J0hound's Forum Posts

  • Decompilers that produce source to recompile the original file don't really exist.

    I used a hex editor to change some text in the csx file. So basically I just tweaked some data in it. Anything more like changing the logic isn't really feasible, even for small things. Basically it would require using assembly language to deal with the lowest level stuff. A big change like like making it work with animations isn't possible. You'd be better off making another plugin I suppose.

  • pcfernandesjr

    In that example just adding another egg works fine to add it to the end. If you want the eggs to be ordered in the way you collect them you could do something like this to assign a number to the eggs you collect:

    global index=0
    
    on player collided with egg
    egg is not collected
    for each egg
    --- egg: set collected to true
    --- egg: set num to index
    --- add 1 to index[/code:1pc1953s]
    
    Then change the "for each" in the example to
    
    egg is collected
    for each egg ordered by egg.num ascending
  • Yeah, my solution is very incomplete. I don't know exactly how the the moveto behavior operates to make a recommendation. Personally I'd opt to do the motion with just events instead of working around the behaviors, but it's likely not useful since it would be incompatible with what you may had.

    [quote:ycvgommh]The problem is I can't think of the formula I need to use to adjust the object's position based on the rotation of the square. Any help?

    If you want the math to rotate an object around a point here's a post with the math for that:

  • You could just move around the unrotated nodes, but keep the circle invisible. Then have another visible sprite that you set:

    sprite: set position to square

    sprite: move circle.x-square.x pixels at square.angle

    sprite: move circle.y-square.y pixels at square.angle+90

  • kalbun

    If the editor crashes and if the exported game crashes are two different things. And in general bad drivers won't make the exported game crash where it will crash the editor. Web browsers and nw.js will likely have the bad driver blacklisted in some way so webgl will be disabled so a crash can't occur.

  • Well the tool directs me to the amd site. Which in turn prompts me to download their autodetect utility. It sees my card but says no driver can be found. So my laptop's manufacturer is the only place to get a driver.

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  • Does the GraphicsDriverUpdater.exe utility in the C2 install folder help? It at least directs you to the graphics card's manufactures site to find a newer driver, if it exists. Fore example, The latest amd driver I can get that works for my card is 5 years old.

    If it crashes in the editor when opening a webgl capx then the "bug" is your graphics card can't handle shaders or something? I can use most effects in the editor except for a few of the more involved ones, which do crash the editor. But no doubt it's due to graphics card limits in my case.

    There is a project property "preview effects" to turn off the preview in the editor. capx files are just zip files that you can extract to a folder and you can change the setting in the .caproj file.

  • The acceleration when overlapping the wall should only be set if the wall is below the ball, otherwise it should just be down. If the wall's angle is between 90 and 270 the it's facing down. Also setting the velocity of the ball should only be done if the ball's velocity is moving toward the wall (this will provide the jumping).

    Also it could help a bit if you correct the position of the ball so it pushes out of the wall.

    There probably will be issues when the path crosses over itself. One idea could be to only check walls so far ahead and disable them as you pass or something.

    You could probably get a similar effect with the physics behavior, but you'll still have to deal with the issue of the path crossing over itself.

  • Drag and lift are the two things that would make it different than a flying projectile like a rock.

    Drag slows the plane down. It slows down slowly if the plane is pointed in the direction of motion. If the plane is perpendicular to the direction of motion then it will slow down fast.

    Lift is caused when the plane is moving fast and is pointed in the direction of motion. It causes a force perpendicular to the plane.

    You can google the formulas for these or you can fake but know the more accurate you make it the better it will probably look.

  • They're just obj files. I made them in blender and made events to load it.

  • Perfomance depends on the power of the system. Could it be made faster? Not majorly. You mention 3d, but I'd like to point out this is just purely 2d drawing. The 3d stuff is tricks if you will.

  • It's just a different way for C2 to render, which tries to be faster. Read the release notes to see what it is.

    https://www.scirra.com/construct2/releases/r207

    From a user's perspective it's just a way to make your game render faster. If it makes your game slower at rendering with it then you can disable it.

  • I guess it would count as a bug, but I don't really have any solution for it. My guess is drawing to a texture breaks the ftb optimization.

  • To put a " in construct you need to use ""

    "He said ""hello""."

  • You can already pair an array with an object by using containers. You can do more elaborate stuff by using uid's. For example your second example could be done like so:

    on body created

    --- create head

    --- set body.head to head.uid

    --- create arm

    --- set body.arm to arm.uid

    on body destroyed

    --- pick head by uid body.head

    ------ destroy head

    --- pick arm by uid body.arm

    ------ destroy arm

    And you just use the pick by uid condition whenever you want to reference the child objects.

    Edit:

    In another way if you want a parent to have any number of children then you give the children a parent uid in the child instead.