R0J0hound's Forum Posts

  • The texture setter sets the texture until something else changes it back to it's original texture.

    I can't open the file you posted, but you could add an event like this to set the texture every frame:

    + System: For each tex

    + tile: Value 'tex' Equal to tex ('id')

    -> TextureSetter: Give tile the texture from tex

  • Here is a capx:

    http://dl.dropbox.com/u/5426011/examples16/QuadralantOptimised.capx

    Unfortunately I don't have time to do a astar example at the moment.

  • You can still use my list variable suggestion as you have it now. Just add a "list" variable and populate it from the other variables.

    +Start of Layout

    Quad| set list to self.Quad0 & "," & self.Quad1 &...

    The A* algorithm could also be used and it would have the same result. It would take longer to compute at runtime but the only setup needed would be to list what quads are connected, which is faster to do than manually setting directions from every quad to the other imo.

  • So the Quad objects need an instance variable for every Quad? It works but I could see how it would be a bit time consuming to set up.

    You could just use one text instance variable and store a comma seperated list of the values.

    So for instance the top left Quad would have a "list" value of "2,2,2,2,2,0,1,1,1,1". Then events 12 to 21 could be replaced by one action added to event 11:

    player2| set direction to int(tokenat(Quad.list, player1.ClosestQuadName, ","))

  • boolean

    Here is a post by Ashley about why he doesn't think having a publicly viewable todo list is a good idea:

    http://www.scirra.com/forum/website-feature-request-please-bump-if-you-agree_topic56271_post351157.html#351157

    Regardless I think it would be cool to see a todo list or roadmap of some sort.

    An unofficial todo list could also be made by searching all Ashely's posts for "todo list" and making a list, but it could be a time consuming task.

  • If you make the collision masks beveled like an octagon then conduction will not occur diagonally.

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  • nd for more than 4 points collision polygon ?

    Is it planned for future ?

    You can already do this. Right click on one of the points and click "add point".

  • This should do it:

    <img src="http://dl.dropbox.com/u/5426011/examples16/mattb.png" border="0" />

  • You can do isometric levels, it's no different than normal 2d levels, with the exception of dealing with depth. You could also use the program called "tiled" to make the level and load it with the tmx importer plugin.

  • To make it have no rotation you will need to add another variable to the Sprites and call it "angle_toMove". Then istead of setting the angle of the sprite set that variable to angle(self.x,self.y,self.target.x,self.targety). You will also need to change the two "move forward" actions to "move at angle" actions, where the angle will be self.angle_toMove.

    I don't understand the isometric portion of the question, can you expound on what is different about isometric movement?

  • For a line add a sprite and make it's origin to it's left/center.

    To make the line between two objects:

    1. set the line's position to the first object.

    2. set the line's angle toward the second object.

    3. set the line's width to the distance between the two objects.

    EDIT:

    And yes you can use the canvas plugin to draw a curve (a line as well if you want).

    http://dl.dropbox.com/u/5426011/examples16/canvas_curve.capx

    made with r110.2

    The canvas plugin wraps much of the html5 canvas so you can use javascript examples as a guide.

    https://developer.mozilla.org/en-US/docs/Canvas_tutorial/Drawing_shapes

  • A loop is unavoidable. You could unroll the loop and make more events to check each letter of the text but you would have to repeat the events the max number of letters you want to handle. The end result would be a bunch of repetitive events that are hard to maintain, only handle a maximum number of letter, and would likely end up performing the same.

  • This should behave the same as your events:

    +for each BuildingFamily
    +System: TowerSmall.X-Basket.X <= 300
    +BuildingFamily: Number = TowerSmall.Number
      -> BuildingFamily: Fade: start fade

    The "for each" would not be needed if there was only one instance of TowerSmall.

  • Set the deceleration of the player sprite to zero, and add an event to set the "platform vector X" to 0 when the player lands. That should make it more accurate.

    I divided by 60 in the expressions assuming a constant 60fps. In reality the framerate varies so the exact path can't be found.

  • Yes, boids, they are used for simulating flocks of birds or movement of groups.

    Here is my reference:

    http://www.kfish.org/boids/pseudocode.html

    First attempt:

    I basically used the same format as the ref. I think I made a math typo in it somewhere, it's a bit unstable in spots.

    https://www.dropbox.com/s/lyolk1o1lzap0 ... .capx?dl=0

    2nd:

    This is a rewrite from scratch in a typical event fashion. Only eight events and I seem to have fixed the math so its a bit more stable.

    https://www.dropbox.com/s/oaybpue9w88yd ... .capx?dl=0

    3rd:

    This rewrite is based on the idea that it would be cool if vector math could be done directly and not have to do the formulas with the components of the vectors. The result was a lot of the math was hidden in a bunch of reusable vector functions. All the function.calls in the expression kind of counteracted the simplifying of expressions I was going for. Not to mention that it's a bit more tedious writing expressions with my system because errors are just ignored.

    https://www.dropbox.com/s/rpqmyaypsxo4u ... .capx?dl=0