R0J0hound's Recent Forum Activity

  • There are many ways to do that.

    One is to just use the touch location when you tap. Use it with a non scrolling layer. You can subtract the center of the screen to make it so tapping the center of the screen centers the view.

    touch.x-screenwidth/2, touch.y-screenheight/2

    Another is to change the rotation values based on how far you drag.

    Roughly this. You'd want to get touch coordinates from a non 3d layer.

    var rotx=0
    var roty=0
    var oldx=0
    var oldy=0
    
    on touch
    -- set oldx to touch.x
    -- set oldy to touch.y
    
    is touching
    -- add touch.x-oldx to rotx
    -- add touch.y-oldy to roty
    -- set rotation to rotx, roty
    -- set oldx to touch.x
    -- set oldy to touch.y

    At least that's something to try. You may run into gimbal lock or rotation in a non desirable way but it depends on what you're doing.

    Worst case I'd do the rotation math directly with a 3x3 matrix and apply that with the look at action. It would give the most control of how you rotate. Like instead of the arbitrary euler angles like when you set the rotation you can rotate by any axis such as one relative to the screen. But I may be overthinking it.

  • I don't have any third party addons so I can't open your capx but here is one way to have a scrollable area with scrollbars and hand pan. It clamps to the Scrollwindow to the scrollArea but the scrollwindow has to be smaller than the scrollarea.

    dropbox.com/s/qshp8w4mmp1jzro/scroll_area.capx

    In concept you can have multiple scrollable areas. One per window, but the capx would need modifying to handle that.

  • What you can do is check if the sprite is overlapping the grey area, and if it is then just reposition it to a new random position.

    Here's one way to do it, but the sprites may be in the grey area for a few frames sometimes.

    every 5 seconds
    -- create sprite at random(640), random(480)
    
    sprite: overlaps grey
    -- sprite: set position to random(640), random(480)

    Alternately you can do this to do it when the object is created. I used -- to indicate sub events.

    every 5 seconds
    -- create sprite at random(640), random(480)
    -- while
    -- sprite: overlaps grey
    -- -- sprite: set position to random(640), random(480)

    Or you could do this to not use sub events at all. It comes out the same.

    every 5 seconds
    -- create sprite at random(640), random(480)
    
    sprite: on created
    while
    sprite: overlaps grey
    -- sprite: set position to random(640), random(480)
  • Are you just wanting to be able to push things around?

    This works. Just change dx,dy and it should work for isometric too. The logic is it checks xy positions along the line by dx,dy steps. If it's a movable object, it is marked. If a wall or free spot is hit it stops the loop. And finally if it stopped on a free spot it moves the player and any marked movable objects

    dropbox.com/s/ayiduh75dimcxcn/sokoban_like.capx

    Edit: smooth motion idea.

    dropbox.com/s/l5f80pnz93658u8/sokoban_like_smooth.capx

  • One idea is to record the state of everything into an array and use that to play it back for the demo.

    Here’s an example with just one object. Could be a start.

    construct.net/en/forum/construct-2/how-do-i-18/replay-meatboy-55099

    Another idea is to just record the player input in an array. This is likely what those old arcade games did, but the frame rate was fixed. With construct the frame rate is variable. Even at 60fps each frame can vary a tiny bit which can throw off the reply.

    A solution to that is to make your game logic run at a fixed rate. However that can be complicated since events and behaviors aren’t made to do that.

  • It doesn’t work because everything within quotes is just text and not an expression. So what’s happening is basically int(“object.x”), and when text is converted to a number it becomes 0 if no digits were found.

    Maybe you meant to build the text you saved to the dictionary.

    “Smoke=“&object.x&”,”&object.y

  • The rot instance variable is the rotation. Flipped it would be 180, but I just have it rotating continually with "add 100*dt to rot". You can set rot in any way you like. Maybe using some easing or something like that.

    One way is to add another instance variable rotVel=-90. Then "set rot to clamp(self.rot+self.rotVel*dt, 0, 180)".

    On card click

    -- set rotVal to -self.rotVal

    It's done when rot=0 or 180.

    Just an idea.

  • There’s this:

    construct.net/en/forum/game-development/tools-and-resources-27/spritefont-generator-168408

    I think there’s another tool floating around the forum too.

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  • Looks cool, the art has quite some polish to it. Runs a bit slow on my machine but it was playable. Got as far as finding a horse creature that I tried killing with fire but had no success. I'm not much of a gamer but it was fun.

    How you made the ground texture was interesting. I should mess with blender nodes more. I've seen other tools such as zgameeditor allow you to generate textures in a similar way in the editor.

    I also enjoyed reading your devlog. Gamejam devlogs are always interesting. I should have a go at a gamejam eventually.

    -cheers

  • You can only rotate the 3d shape by the z axis. Another option is buying the third party 3dobject which lets you rotate any way you like.

    The third option it to use distort meshes to make the 3d object, then you can rotate it any way you like with various amounts of math. Here are all the examples I've made to date. Some are much simpler than others.

    If you like math here is the gist of what's going on with vector math:

    rotatedVector = (positionVector-centerVector)*orientationMatrix3x3+centerVector

    Rectangles

    dropbox.com/s/9uko7hxjyp9z1uu/xyRotate.c3p

    dropbox.com/s/6qs81zmktsd3so8/yaxis_rotate.c3p

    Cubes

    dropbox.com/s/unnqd7exmaca6lk/mesh_cube.c3p

    dropbox.com/s/5n5umhdkfhr0qhg/cube_roll.c3p

    dropbox.com/s/zis7zp6rggxpdny/dice.c3p

    dropbox.com/s/hvrhxk4bsslm8f3/3d_dice_v2.c3p

    Spheres

    dropbox.com/s/lucl1153bmmr3qo/mesh_sphere.c3p

    dropbox.com/s/2l2dtel4t0zf9jw/mesh_sphere_roll.c3p

    dropbox.com/s/rkomtba52rlqw3t/mesh_sphere_roll_terrain.c3p

    Model

    dropbox.com/s/uy6yfhpag7d1t2p/obj_loader_and_raycast.c3p

  • Conceptually ai is simple. have the ai decide what to do and then proceed to do it. Then either when it finishes or it's interrupted it decides what to do again. It can be complex as you like. Simplest would be to to pursue or flee depending on if it has ammo. More complex would be to keep track of the things it was interrupted from doing and try to resume them later, which gives a bit more nuance to the illusion of intelligence.

    The second part is to smoothly switch from one state to another. steering behaviors could give smoother results as it can be jarring if things suddenly change direction.

    Here's one example. The two ai's collect the closest rock then moves to the other and throws the rock at them. Also they try to roughly avoid flying rocks. Mast of the mess it to make it less perfect to make it more interesting.

    dropbox.com/s/pgzp5et61mncq6y/failed_ai_test.capx

  • I haven’t messed with prestep with chipmunk physics too much to be honest. At the time I was just exposing as much as I could to the plug-in.

    You may be able to rework the logic to not be reliant on prestep being triggered again. But I don’t have any concrete ideas on that front.

    You could use rotated box sdfs to do the collision detection and response so you wouldn’t need to use a physics library and allow more control. Just as long as the player can be thought of as a point or ball. It even works with 3d boxes with minor modification.

    Guess an example is better. Give me a bit. I probably stick with vanilla construct features though.

    edit:

    Basic example of 3d physics with z-rotated boxes and a heightmap.

    dropbox.com/s/nhh07w51gex0q1j/3d_collision_detection_response_sdf.capx