R0J0hound's Recent Forum Activity

  • Wall sliding would be nice.

    Here's an example of how it could look.

  • If you were to make a plugin you could use this JavaScript library as a base:

    https://github.com/iandanforth/nupic-js

  • The flickering if from multiplying by a negative number. instead you should multiply by 0.9996. of course you really should be adding and subtracting from position to move most of the time. For the sorting use "for each ordered" with the barrel width.

  • Couldn't find "Outline Custom.fx" so I couldn't open it for a bit.

    Anyways I suspect the "trigger once" in event 37 possibly isn't doing what you're intending so maybe rework the events not to use it there. Also maybe try eliminating the elses. ELSE had some quirks at times when in a sub-event as i recall.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Well, have you tried breaking it up into simpler things you can do?

    First you have a game board that's made up with hexagons and you have two different colors of pieces. As you say "simple". You can position the objects in C2's editor.

    Second the players take turns moving one of their pieces on the board. Then if they land next to the opposite player's piece then the color changes.

    That's basically the meat of it. So what can you do?

    Can you come up with a way to move pieces?

    This really depends on how you want to do it. Just look at the game and make a detailed step by step list of what you do and what is done.

    Can you find opponent pieces close to the player's piece?

    You could do it by measuring distance, detector sprites or even the overlapping at offset condition.

    Can you make it turn based?

    Basically just a global that's set to the current player and you make events to limit what pieces can be moved and such.

  • You could try this:

    Don't give the paddle the physics behavior.

    on ball collides with the paddle then

    apply impulse up on the ball

    and

    apply a horizontal impulse depending on where on the paddle was hit.

    Like this

    (ball.x-paddle.x)*k

    where k is a number to adjust the strength of the impulse.

    Then all that's left is to choose numbers that give acceptable results.

  • Here are some topics with a few solutions. Using physics, bullet and even events.

  • Look at the Shadow casting behavior, it was made for that.

  • You can set it up a bit different so it will take exactly 0.3 seconds to transition. Then you also could use qarp() or cubic() for a non-linear transition.

    Here are some ideas:

    ease in:

    qarp(0, 130,130, self.t)

    ease out:

    qarp(0, 0,130, self.t)

    Overshoot and fall back:

    qarp(0, 200,130, self.t)

  • It's discussed elsewhere but and expression to get the scale can be ambiguous if the width or height is changed to have a different aspect ratio. Like tall and skinny or short and wide.

    If you're just setting the size with set scale and want to get it later and easy way would be to save the scale you set to a instance variable.

  • It might be enough to just check if the center of the star is in the polygon.

    I made a capx a while ago that did that.