R0J0hound's Forum Posts

  • spongehammer

    Haven't started working on it yet.

    WebMagi

    This behavior would be useful for the simulation part of what you're doing. Adding the joints should be as easy as using one of the add joint actions and specifying the two objects and stuff like where the joint should be.

    To make the object manipulable with the mouse you can use something like the drag n drop behavior as a base. To move other objects when dragging one you would need to move them by the same amount, the pin behavior could be used for it.

  • Works now.

  • You do not have permission to view this post

  • You do not have permission to view this post

  • That's cosmetic, the transformation only transforms the object's origin. To complete the illusion of the circle being a sphere the circle's origin would need to be moved to the bottom.

    In your capx you can fix it being off center by not moving the canvas' and have their origins be in the center.

    canvas1: set angle to 0

    canvas1: clear

    canvas1: paste layer

    canvas1: set angle to 45

    canvas2: set height to 480

    canvas2: clear

    canvas2: paste canvas1

    canvas2: set height to 240

    You'll probably want to make canvas2's height to be twice the screen height so stuff will be drawn from the top to the bottom.

    Still in order to not have empty triangles in the corners you'll have to make canvas1 much larger than the screen (that could probably be calculated but it's probably easier to guesstimate).

  • I fail to see how my example that newt quoted is wrong. It's the same as the transform in the op except everything is already rotated by 45. The second example quoted by christina is for a perspective transform, which isn't the same. The main difference is axes of motion in my example are relative to the screen instead of to the iso grid. Other than that christina's example is a valid iso transform.

  • Fizzick

    There currently isn't a way to access that property.

    Valex

    You might be able to set the joints max force to limit the impulses of the joints. Another thing you could try is lowering the fixed time step from1/30 to 1/60.

    Thanks for the bug report, I'll look into it when I have a chance.

  • kayin

    Converting the events over is not so much hard as it is tedious and very time consuming. I wouldn't be concerned with the source code, instead I'd be looking how events are stored in the cap files. I already have that info and can access it with the capreader library I made. The catch is none of the condition or action names are stored, only indexes. Those indexes can be used to get the names from the plugins but I haven't done anything for that yet.

    Once past the technical stuff we then have the events, some of which can be converted over directly. Others have different behavior in c2, and others have no equivalent at all in c2, such as attributes. In those cases it becomes very hard to solve. It would either require generating more events in c2 to get it to do the same thing or write a custom c2 plugin to handle those events. Neither of which sound appealing or easy to do. So instead if we spit out all the events as text in comments it would at least give you an outline where you can insert events and handle different behavior on a case by case basis.

  • Typically they are destroyed automatically with two exceptions.

    1. The object is global. It won't be destroyed when changing layouts and will go to the new layout with you.

    2. It has the persist behavior. Actually it probably is destroyed but it's state is retained so if you ever go back to that layout it will still be in the same spot you left it.

  • Sure. Towerclimb is one that comes to mind.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • kayin

    Looks like I haven't touched this since before C2 had instance variables. I've got a few other projects I need to work but I'll add this one to the list. Layouts with common object types (sprite, tiledbg, text..) along with variables, textures and animations should be doable. Partial support for behaviors could be done for ones with equivalents in both CC and C2. I probably won't have enough time to convert events over, simply because some behave differently in C2 than CC and some even don't have any C2 equivalents. Although adding all the CC events as comments around empty events could prove useful for porting.

    For now you can just export all the graphics from cap files with a tool I made before here:

  • It's probably out of video ram. The first thing you can do is look in the task manager for any previews that didn't close correctly and end them. They usually are called temp.exe, temp2.exe, ...

    The next thing to consider doing is use smaller texture sizes. You can also keep the number of open layouts in the editor to a minimum. Keep in mind that both the editor and preview use vram so when making the game you'll be using roughly a little under 2x the amount of vram your game will use when exported.

  • You use the layer2canvas expression first, the parameters are fairly straight forward, it uses x and y because it also takes into account rotation as well. After that you use the canvas2layer expression to convert the coordinates to another layer.

    the other expression wasn't tested which could explain it not working.

    You could try newts sugestion and just move the background by giving it the bullet behavior and setting its angle of motion to be opposite to the players angle of motion. You then would set its speed to 0.25*player.speed to get the same visual effect a paralex, except on the same layer without the need for coordinate calculations.

  • You should be able to convert an x on a paralex layer to an x that is visually the same as an x of a non paralex later with something like:

    X + (scrollx-view_width/2)*layer_paralex_x/100

    And similarly for y.

    Also alternatively there are some system expressions to do the conversion: Layer2canvas and canvas2layer.

  • I managed to simplify the capx that creates the error to two events.