R0J0hound's Recent Forum Activity

  • If the engine usage increases over time you’re doing something that does more over time. It would be a shot in the dark to guess what.

  • You’ll want to use a spritefont instead of the text object. That of maybe utilize the alpha clamp effect on the text object to see how that looks.

    Browsers don’t provide a way to disable anti-aliasing for text rendering from what I’ve found. So spritefonts are the way to go

  • A slightly different approach would be to list the neighboring countries for each country and do some kind of path finding with that. Then you’d color the country you clicked on based on the number of countries away you are.

    Again I don’t have a simple solution for that either. You’d need some kind of node based pathfinding.

  • There isn’t a super simple solution to that. There is an algorithm called gjk that gives the distance between objects. There’s also mpr that could possibly do that too but there’s less info online about that.

    Worst case you could loop over all the points and edges of both objects and measure the distance between them. The lowest would be the distance. Just point distances could be good enough.

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  • How far did you get trying to convert it yourself? Anything you get stuck on? I’m not interested in doing that kind of thing but can help here and there. For example the ~~ is the same as int().

  • Try some beginner tutorials. They will get you up to speed on how to do that and more.

  • That style is called isometric. That should help you find related topics. There are no plugins for c3 that help with that as far as I know. Collisions and motion are kind of 3d so in construct all that is done from scratch. You also need to zsort the objects which can vary in difficulty.

  • Here's a few ideas:

    An idea to make up track of modular pieces. Straight and perfect arcs.

    dropbox.com/s/quzp15smcjkljd4/train_wip2.capx

    An idea to move along a Bezier curve. The curve is converted to a polyline to ensure constant speed along the curve.

    dropbox.com/s/m0pk8zvqoj08kr7/move_on_dashed_curve.capx

    A slightly different way. It skips the polyline conversion step and still gives relatively constant speed even when nodes aren't evenly spaced. For a curve loop.

    dropbox.com/s/6mu2yolmavp5ap9/followSpline.capx

  • Cool. Always nice to finish a game. Looks interesting.

    I’ve always pronounced it roho, but rojo works too. When it comes down to it I used zeros instead of O’s so it’s not really pronounceable.

  • Isn’t no official response fine? Ashley only responds quick to shoot down an idea. We could also extrapolate what the possible reply could be based on previous replies on this topic. Typically we never know something was being worked on till it was basically done. There’s probably a reason for that. How many times has someone started working on something and for whatever reason couldn’t get it working? He could be working on something or doing nothing related to this.

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  • I’m sure the cameras rotate actions are useful but I just stick to the look at action as it’s easier to get it to do what I want.

    Had a glance at your example and one issue I see is what you’re using for the look at. It needs to be a position at an angle from the players position so sin and cos will be involved. Basically this: