R0J0hound's Recent Forum Activity

  • Families are so you can treat multiple object types as one type. You’re probably after hierarchies. I haven’t used it but it lets you have child objects to others.

  • From their contact us page:

    “Other support requests

    Please email supportvkx@construct.net with your query. We aim to respond within 2 working days.”

  • Functions will run as you call them and finish before anything else runs.

    The exemption of that is if you make the function asynchronous which just means it will start and run in the background while the event sheet continues with the rest of the sheet. I haven’t used it but I remember seeing it as a setting for functions.

    The async functions could be implemented in a few ways. One is with webworkers which could mean the processing could be done on another core. Another is chunks of each async function would be run at a time.

    Typically the main issue with multi threading is when multiple things are trying to modify the same thing, so I have no idea how that’s handled. Maybe it’s not at all? Maybe the manual has info about that.

    At any rate even async functions are run in the order they are called. Nothing is at the same moment.

    Typical uses of async stuff is loading a file from disk or a website. Maybe even a large loop doing something with an array. It’s not suited well when multiple async things are trying to change the same stuff. That will be unpredictable behavior with which will change it first.

  • I should point out that the limits of the physics behavior have nothing to do with box2d. The behavior only uses a subset of box2d and some of the quirks of the physics behavior has to do with how it interfaces between box2d and construct.

    Making the request for more filtering and pointing out how the current filtering isn’t enough may be useful. The box2d api has the same filtering available that chipmunk has available. It’s just a matter of if and how it’s exposed to the behavior.

  • If there isn’t one for c3 on the asset store there probably isn’t one. If you like dealing with JavaScript then with scripting it could be possible to use some js physics library.

    Anything in particular you’re wanting to do physics wise? I have no interest in JavaScript in C3 or the c3 plug-in sdk but I do like event based physics.

  • Try your family idea, it could work. If it doesn't another idea is to use js scripting, but I haven't looked into it. Another ideas is to just use the normal create action, just do one per type. You could also change it to use one object type with different animations for the different images.

    When it comes to picking two separate objects to make a line between them it helps to simplify as much as possible, that's why I suggest to make one object type with animations to distinguish between them. Then having a family with that single type allows you to pick two separate instances at the same time.

    However with the picking system of events it is a bit more complicated to connect two different objects just created since only the latest will be picked in that event. One solution is to create all the objects and then in a second top level event (when they can be picked as normal) do the picking.

    Anyways, here's one way to do it. The data has a list of objects to create and links to make between them. It utilizes a 1d array to keep track of the new object uids and a family to be able to pick them.

    ucfb90d6d15d55ee0f5958408cd5.dl.dropboxusercontent.com/cd/0/get/Ch4N7iwQ_Vau1Wfe5dWtNrM55JV600Tc5I7tnnh2x4qBrOHhyKzMKdGjYSg1l7PPnN6KEPLBYFfjTEOmxyga6d3pDns3iT9Qvem_ZlNH5eceflKLwWLFyWvrKf44pVx2JfoQyP1lmYcAQcVyIdsSa4hs/file

  • It just sets the return value and does not exit the function. There is no way to exit the function other than running to the end of it. So what you did with else’s is one solution to do that.

    You can consider the event sheet as its own unique programming language. The object picking is the most unique part. Take away that and it’s similar to most programming languages with if/else/loops/functions. It does have its differences though, such as no way to immediately exit out of a function or loop like return or break.

    I don’t have a good explanation for why that is. It was inspired by the click team products event sheets, but made more hybrid to better resemble structured programming. At this point we are in comparability mode. They can add new features but changing existing ones will break a bunch of things. But event sheets as a whole would benefit from tweaks and redesign in parts.

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  • No idea. But your event screenshot gives a very partial view of what’s happening. Can’t see all the behaviors used, or other events that may change the scroll.

    As is, it looks like it can be simplified to one event:

    Right mouse down: scroll to mouse.x, mouse.y

    Anyways my best guess is some of those other camera objects also have the scroll to behavior. When the scroll is changed the mouse position will change since it gives the position on the layout.

  • It starts as 0 till you there is some kind of mouse input such as a click or motion.

    Never have encountered it always being zero. You’ll have to provide more info.

  • The variable is a local variable, so it resets every frame. You can edit it and make it static, that will make it remember it's value.

  • Nice. It is helpful to do stuff from another point of reference. Can be easier to debug in 2d, plus easier to use behaviors.

    Those game jams do look fun. I haven’t done one as of yet. Seems like a good challenge to make something in a short amount of time. Good way to break out of the endless design phase and just start making something. Although I’d probably bite off more than I can chew.

    I do like reading the progress updates for such challenges though.

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R0J0hound

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