R0J0hound's Recent Forum Activity

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  • Nice job on the terrain and changing the angle of the truck.

    It's not super easy to tell how high you are other than the fast rising water. That driver has nerves of steel to attempt driving in such a volatile ecosystem.

    I wonder if giving some more variance to the grass texture may help with showing the elevation. Anyways, I had some fun seeing how long i could survive.

  • You may get better performance with a canvas instead of tilemap.

    Even with a tilemap with 1x1 tiles its slow even just erasing.

    dropbox.com/s/0jkp71pl9nvyw08/roomba_tilemap.capx

    An alternate idea is to grab a screenshot and use some JavaScript to scan the image for set pixels. It works, but it needs to flicker as I need to hide the other layers for a frame.

    dropbox.com/s/il3xbkj19f8n78n/roomba_screenshot.capx

    So here's the example using the C3 canvas. It works well for erasing but loops in events are slow, so here it does the scan of the pixels over multiple frames. Seems to work well, but if you resize the game window in any way the canvas will clear. May need some more logic to periodically save the canvas and reload it as needed.

    dropbox.com/s/ki35vb1bx2xztuf/roomba_canvas.c3p

    If you have the full version of c3 you could also handle the canvas pixel scanning in javaScript as that would be much faster.

  • Scroll down on the properties and click "Make 1:1" to correct that.

    Typically you shouldn't get values like that. I've gotten decimals like that when I change sizes of scaled objects or something like that. But I don't understand how that occurs for unscaled objects.

  • Here's how you can run the version of construct that "epic platformer" says it needs to run.

    editor.construct.net/r251-2

    From the description of that template it uses a lot of third party plugins. Some of those plugins were ported to c3, but there was change after r251.2 that requires more involved updates to get those plugins working, and the original authors of the plugins aren't working on them anymore.

    Some folks avoid third party plugins completely and just stick with plugins included in Construct. I post examples on the forum all the time and even though i primarily use C2 most all of the examples can be opened and work in C3, except for some cases.

    Anyways, if you decide to try to keep learning construct I'd recommend first trying the free templates and examples bundled with Construct. They are maintained so you don't have to worry about getting them working. The forum is also a good resource for finding examples of solutions to various things. Personally I haven't used the asset store at all, but quality and support can vary from the looks of it.

  • Here's a way to do the trimming.

    dropbox.com/s/al8uh05egssr79p/trimArray.capx

    It amounts to scanning the whole array and finding the min/max of x/y for any cell containing a value. Then the the values are shifted over and the array is resized.

  • Else when used with object conditions may not do what you want.

    Sprite: x<100
    — do something
    Else
    — do something else. No sprites are picked

    One possible solution is to use the system compare condition instead of object conditions so you take picking out of the situation. Bear in mind this would work because there’s only one player object.

    So from this

    Compare: obj = “axe”
    Player: slotfull<6
    — place in inventory
    Else
    Compare: obj = “axe”
    Player: slotfull=6
    — place on ground

    To this

    Compare: obj = “axe”
    Compare: Player.slotfull<6
    — place in inventory
    Else
    Compare: obj = “axe”
    Compare: Player.slotfull=6
    — place on ground

    But there are other ways to structure it. You don’t always need an else. I’d probably go for something like this

    Compare: obj = “axe”
    — Player: slotfull=6
    — — place on ground
    — Player: slotfull<6
    — — place in inventory
  • Here's one idea how to do it. I went with doing rotation similar to how the construct 3 editor lets you rotate objects.

    dropbox.com/s/zjsrx3a43imr2a0/drag_and_rotate.capx

  • Here's a simplified single object, one instance variable version.

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

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  • Also it’s possible replicate a cube with mesh distort. Then with a bit of math you can rotate it any way you like.

    construct.net/en/forum/construct-3/your-construct-creations-9/example-mesh-distort-sphere-161470

  • Well there is a depth buffer, and transparency does mostly work in 3D. Not always though.

    You can rotate the corners with a bit of math. It’s just a matter of applying them to a distort mesh.

    One idea place four sprites at

    -32,-48

    32,-48

    32,48

    -32,48

    These will serve as our points. Give them three instance variables z, Newx and newz.

    then you can rotate them with:

    var a=0
    var sa=0
    var ca=0
    
    every tick:
    — set a to time*10
    — set sa to sin(a)
    — set ca to cos(a)
    -- sprite: set newx to self.x*ca-self.z*sa
    -- sprite: set newz to self.x*sa-self.z*ca
    
    every tick
    — card: set size to (1,1)
    -- card: set distort mesh to 2,2
    -- set distort at 0,0 to card.x+sprite(0).newx, card.+sprite(0).y, 32+sprite(0).newz, -1,-1
    -- do the same for the other points: 
    0,1 with sprite(1)
    1,1 with sprite(2)
    1,0 with sprite(3)

    sorry i trailed off with the bit where you set the distort points. generally youd have card have a size of 1,1 and place the points with absolute. Unless something changed you can’t use a negative z for a distort point, so you’d need to shift things a bit higher.

  • Cool. Glad that helped.