R0J0hound's Forum Posts

  • newt

    That would look cool, I'll have tinker around with Spriter one of these days.

    irina

    Yes I've seen it. It's approach is similar to what I'm doing in some ways It's even a bit faster since it's all js, however it would be very time consuming to integrate it into a plugin.

    New update: Now boxes match the rotation of the ground sprites on layer 1, also events were cleaned up a bit and an improved perspective transform is now used. Also the rotate function can now rotate around an arbitrary point.

    /examples21/paster_3d_5.capx

    https://www.dropbox.com/s/u0evx030ayn7x ... .capx?dl=1

  • Opps, that post I quoted was wrong. Just fixed it. For your capx the correct equation would be:

    Array.At(0, 0, (int(mouse.y)*Canvas.Width + int(mouse.x))*4 + 0)

    It would be more intuitive like you said, but I was going for it being as fast as possible when I did it and haven't gotten around to a correct fix.

  • [quote:3vz1xzae]NOT user friendly

    No arguments there. It could stand for better organization, and clean up of the events. It's more or less a proof of concept that isn't complete. Not to mention I'm ironing out ideas on a balance between usefulness and ease of use as I go.

    [quote:3vz1xzae]this is totaly unusable at this point!

    For the iphone. It's running quite fast on the desktop for me. There are a few things I could do to speed things up such as making the face objects invisible, but the main reason for the slowdown is safari doesn't have webgl so canvas2d is used.

    Here's the latest wip. Textures now mach the textures of the objects on layer 1, although to do it I copied the textures in two places which isn't very efficient if you want to change them later.

    /examples21/paster_3d_3.capx

    https://www.dropbox.com/s/z85mueru5uwmn ... .capx?dl=1

  • You can make it ease in if you replace the actions in your last event with:

    Camera: Rotate 100/anglediff(Camera.Angle, Pointers.Angle) degrees toward Pointer.Angle

    System: Set layout angle to Camera.Angle+90

    But then the rotation has a jarring stop instead of a jarring start. You could also use clamp to cap the maximum speed to reduce the jarring.

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  • I looked into it and for now I'll leave it as is. Both .AsJSON expressions are using the expression I added and the default one that C2 added is not accessible for now.

    For .ASJSON's use I explained it pretty well here:

    http://www.scirra.com/forum/using-pixel-colors-as-reference-for-level-layouts_topic57020_post355255.html?KW=AsJSON#355255

  • Yeah the torrent is often slow due to the low amount of people sharing. I also have issues with the normal download failing as well. It succeeds eventually though.

  • Sure, go ahead.

  • Wouldn't an inverted "is touching inventory_menu" work as a replacement for that condition? The idea of the event is to stop dragging if the first click is just on the invisible part of the scroll_pane. You could just remove the event if worse comes to worst.

  • Lerp isn't actually for easing, it's for getting a position between two points. But I get what you're saying and my guess is you're using keep in an event like this.

    Every tick

    ---Sprite: set x to lerp(self.x, 100, 0.5)

    Which gives the effect of moving fast to slow. What it's doing is just moving half the distance per frame.

    You'll need to add a variable for a reverse effect.

    To start it set the variable to say o.

    Set speed to 0

    Then every tick set a new x and increase the speed

    Every tick

    --- set x to min(self.x + speed, 100)

    --- add 1 to speed

    The min() is to keep from overshooting. Also note this only works for a positive direction. For a negative direction do this:

    Every tick

    --- set x to max(self.x - speed, -100)

    --- subtract 1 from speed

    Also you can fix it up to use dt so it behaves the same regardless of the framerate.

  • Arima

    That does sound like something is broken with it. I'll try to get it working in a day or so.

  • Here's a further extension of the capx that does a 3d platformer like the op.

    It's rather cluttered but here's an incomplete list of what was done:

    z-sorting, shading, improved obj loader, multiple object loading, transformations on individual objects.

    https://www.dropbox.com/s/nwuqaz6xm9gjp ... .capx?dl=1

    /examples21/paster_3d_2.capx

    jayderyu

    With c2's renderer quads are drawn with affine transformations so I can't do perspective correct texture mapping, or at least not easy. One way to reduce it is use more smaller polygons.

  • The reason is arbitrary. You could use a sprite if you like.

    Edit: Tiledbackground doesn't have per-pixel collisions, it only has bounding box collisions so it should be a bit faster for collision checking. Of course you could set the sprite to use bounding box instead of per-pixel at which point there would be no difference.

  • [quote:1run7x68]Nope. niether paster nor canvas would be able to do the pseudo 3d shown by the OP

    Bold words.

    Anyway here's a wip using the Paster plugin like newt mentioned.

    /examples21/paster_3d.capx

    https://www.dropbox.com/s/1c4t63wvly3s2 ... .capx?dl=1

    It is able to do rotated cubes like the op's coin block. Notice however the distortion of the textures, we are just distorting in 2d so there is no perspective correction that you get when using true 3d.

    This is pretty much just a proof of concept and is lacking many things to make it useable for a 3d platformer.

    The main thing missing is polygon z sorting. This will be needed when you have multiple cubes or have sprites moving around them. Without this polygons will be drawn in the incorrect order.

  • Well, looking at the manual for the audio object:

    https://www.scirra.com/manual/109/audio

    It would appear that the Analyser effect could be used in the audio expressions. A search for "Analyser" didn't give too many results but almost all were relevant. One mentions that C2 comes bundled with an example in it's install directory which appears useful.

    1. Looks like it can with the audio object.

    2. Perhaps.

    3. "Audio analyser.capx" in the Contruct 2's examples folder is a good start.

  • Sure, but you'll still need to connect by the id of each person you want to connect to. It get's a bit more problematic for more than one other person to. A server is still needed for something like a lobby so a list of other people can be retrieved and connected to automatically.