R0J0hound's Forum Posts

  • I don't understand what you mean by multiple sprites. The capx records and plays back clicks.

    I guess touch would be slightly different but if you chnage it to touch it will work for multiple touches.

    Event 6

    Just use "on tap gesture" instead of "on click", and use "touch.x/y" instead of "mouse.x/y"

  • You could also change the bullet behavior property to not set the angle of the object when it’s moving. It would make the collisions more consistent.

  • There are the layertocanvas and canvasToLayer system expressions that may help there. At least when the object on the 3d layer has a zelevation of 0.

  • Changing the sprite size or changing the animation frame makes the physics object's shape get destroyed then recreated and that gets delayed till the end of the frame which makes it lose forces/velocity. It's either intentional or an oversight of not transferring the forces to the new object. It's been like that since the physics behavior was made so maybe a bug report could get that corrected.

    The mass property in construct's editor should be labeled as density. The area of the shape changes what the mass is.

  • You probably have to reach out to the developer of that addon since if it doesn't work when exporting it's something they have to correct:

    construct.net/en/construct-2/addons/410/simplethree/documentation

  • Here's one idea:

    dropbox.com/s/5qdydncdpj1c1jl/clickRecordPlayback.capx

    Basically have your touch/click events call a function and do all your click logic there. That way you can also just call that function when you want to simulate a click.

    The second part is recording and playing the clicks back. You'll need the time the click happened and where it happened (x,y). You'd then store that in an array.

    Anyways, you can look at the capx to see if that's something you can work with.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • I think the default is mouse.x just grabs the bottom layer. I think it would be complicated for construct to automatically guess what layer to grab the position from or it may just be impossible most of the time to make a good guess.

  • You can use the enable/disable collisions action of the physics behavior to do that, at least somewhat.

  • I can't open your project, but would being able to get the mouse position on different layers help?

    You can do that with the mouse expression Mouse.X(layer).

  • Glad you were able to figure it out. Invisible trailing spaces and new lines are pretty hard to spot.

  • I think we are limited but what modules are included in nwjs. Unless you know how to add more?

    Running regedit to find the documents folder is one option. But seems messy.

    There is a winapi function that you can use to get the location of the documents folder, but it's only accessible from c. Or we could get it with the node ffi module if it was included with nwjs.

    Anyways here is the source of a simple c program that just prints the users documents folder location.

    getDocumentsFolder.c

    #include <stdio.h>
    #define CSIDL_PERSONAL 5
    #define WIN32_LEAN_AND_MEAN
    #include <windows.h>
    #include <tchar.h>
    
    int main()
    {
    	TCHAR DocumentsPath[MAX_PATH];
    	SHGetSpecialFolderPathW(NULL, DocumentsPath, CSIDL_PERSONAL, 1);
    	wprintf(L"%ls", DocumentsPath);
    	return 0;
    }

    To build that with the tiny c compiler

    tcc getDocumentsFolder.c -l"shell32"

    Then to run it you need to run basically this javascript:

    require("child_process").execFileSync("getDocumentsFolder.exe",null,{encoding:"utf8"})

    Basically it synchronously runs a file and returns the output of the program as utf8 text. I had to modify it slightly as it needs the full path of the program.

    Anyways here is my test of it working in nwjs from c2. It only works on export at the moment though. It includes that exe compiled from the source above.

    dropbox.com/s/cpwuxmmj7ekocxx/nwjs_getDocumentsFolder.capx

  • The sampling method affects how the textures are blended. Hence the nice anti-aliased lines on the textures on the 3d shape. The 3d shape itself is drawn with triangles and the edges come out aliased like that. I don't think there's a solution within construct other than a layer effect to blur it or something.

  • Looks cool. The fact you used it for your own projects first is a good sign its well fleshed out. I know in the past I often released plugins too soon and had design issues later. I'm especially intrigued with the binding of other objects. Sounds like a handy way to do things in a slightly higher level way.

    -cheers

  • Look at the date plugin. With that you can access the computers real clock. I think the basic idea is you'd save a timestamp to local storage when you close the game. Then when you run you game again, it compares that timestamp with the current time to see how much real time has passed.