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  • From the sound of it that is the case. I can understand it is more performant to do the pasting when everything else is drawn, but it does nerf its use in a lot of ways.

  • If the platform has no thickness you can do this. Just have the origin at the top. Z is any value you want to adjust the effect. 1.5 could be a starting point.

    Set height to self.y-((self.y-scrolly)/z+scrolly)

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  • No, I don’t believe so. Not with the features exposed to the event system as I recall. AA can be disabled on html5 canvas elements from JavaScript with a variable that differs with different browsers. I’m not going to touch that though. It requires modifying the plugin.

  • That's a pretty cool result. The issue is caused by the texture packing, it throws off the uv's. I never found a solution. It's just one of those things I considered broken and never touched.

    You can avoid the texture packing by manually loading the animation frames from events. Basically put all the images into the "files" folder in the project bar. Then at the start of that layout set the animation frame and use the load animation frame action to load the image file. Maybe use smaller dummy images initially. It's an idea at least.

  • You’re making an assumption with how it’s implimented. It’s probably trivial to convert, but I don’t find it worthwhile to do so.

  • There isn’t anything I can help with. I only use c2 and am unfamiliar with making c3 plugins.

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  • You’d get better performance with a tilemap instead of multiple sprites. There are a few examples on the forum you can find with search.

  • If you make the river area a solid color you can then use a blend mode to put a tiled background within it.

    So create a new layer. Set force own texture to true. Place a sprite for the shape of the river. Put a tiled background on top and set its blend mode to destination in.

    I guess for the shore lines you’d do an additional layer or something.

    You could also create the river with multiple sprites or you could draw a big polygon with the canvas plugin.

  • I've done it with an array. That zorder action wont really work here. Say you have an instance variable "z" for both sprite and tiledbg.

    Every tick

    -- array: set size to (0, 2, 1)

    for each sprite

    -- array: push sprite.z to front x

    -- array: set at (0,1) to sprite.uid

    for each tiledbg

    -- array: push tiledbg.z to front x

    -- array: set at (0,1) to tiledbg.uid

    every tick

    -- array: sort x

    array: for each x

    -- sprite: pick by uid array.at(array.curx,1)

    ----- sprite: send to front

    -- tiledbg: pick by uid array.at(array.curx,1)

    ----- tiledbg: send to front

  • Plugins seem like an overkill for something like this.

  • It’s been ages since I derived that formula so I don’t know other than it is related to the ball size.

    Basically place the balls down manually, then calculate the y difference between two rows. It actually would come out to 16*sqrt(3) which is about 27.6 but I just rounded to 28 to be able to snap to integer positions.

    I calculated it by placing two balls on one row and one ball between them on the next. Draw a triangle between the centers. Each side is 32. Cut the triangle in half. The horizontal side is 16, the diagonal side is 32 and we can calculate the vertical side with the Pythagorean theorem. a^2+b^2=c^2 where a=16, c=32 and just solve for b

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R0J0hound

Member since 15 Jun, 2009

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