justifun's Recent Forum Activity

  • Very cool. I didn't realize after all this time that you could do it all in one line like that.

  • In the transition function of the Demonoire project there's a line of code that I don't understand (line 10 of the eGlobal event sheet

    Transition - > Self.State = "Out" ? 0 : 100

    normally i'm used to just putting a number for the opacity of an object, but how does the code work exactly? Does it help animate the opacity?

  • Scirra has made such a fantastic tool for introducing the world to game development and rexrainbow has contributed to so many people's projects with his custom plugins. Sadly he has moved onto working on other exciting things it seems.

    I'd like to return the favor by offering plugin developers $50 USD for writing functionally similar rexrainbow C2/C3 plugins in C3 runtime compatible format.

    I'd also like to add an additional $50 USD per plugin that gets written that will go towards rexrainbow's children's education or a charity of his choosing.

    Requirements

    Plugin must have the same functionality - (Expressions/ACES/Actions) as the original C2/C3(c2 runtime) version

    Plugin must work with latest C3 runtime in construct 3

    Plugin will be submitted to the official C3 addon repository for all to enjoy and licensed with the MIT license.

    Plugin must not already exist in the construct.net C3 addon repo as of the date of this post.

    Payment will be made via paypal when the plugin has been verified either via a video demonstration and it has been uploaded to the addon repo.

    I can be reached with any further questions on these forums or my discord username is Justifun#6713.

    Please pick a plugin you wish to work on and let me know so that not everyone is working on the same one. Please only work on one at at time. First come first serve. Please refer to the list below to see what's in progress/completed.

    Rex's C3 plugins

    github.com/rexrainbow/C3RexDoc/blob/master/repo/index.md

    C2 Plugins

    c2rexplugins.weebly.com/map.html

    *This opportunity is not affiliated with Scirra LTD*

    Participating in this opportunity does not establish any sort of legal contract for the work provided and Opportunity may be cancelled at any time.

    Payouts to date: $100

    In Progress Plugins

    Completed Plugins----------------------------------------

    CSV2Array - Ported by Macube CSV2Arrayhttps://www.construct.net/en/make-games/addons/234/csv-to-array-c3-runtime

    rex_Spline - Ported by Macube (Link coming soon)

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  • For some reason i can import any c3addon except rex's collection of c3 addon's. They show up in the addon manager, but not in the insert object window or behavior list.

    *Edit* Seems to hide them if you switch the runtime to C3 instead of C2. Going back to C2 runtime reveals them again. Strange.

  • blackhornet and Gigatron - could you try converting alpha threshold effect please? the original author says he's too busy to get around to it these days

    Download link:

    https://my.pcloud.com/publink/show?code ... umljLEgdl7

    Thanks!

  • blackhornet - keep up the good work!

  • Animmaniac - any chance you could make a c3 compatible version of this?

    thanks so much

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  • Thanks for the examples

    How do i convert the movement to a platformers Vector X and Y impulse amount?

  • NetOne - i need to apply the vector X and Y to give the bounce illusion backwards.

    I tried

    cos(angle(player.x, player.y, bouncer.x, bouncer.y)) and sin(angle(player.x, player.y, bouncer.x, bouncer.y))

    but it didnt really do anything, even multiplying those numbers to make it a larger impulse.

  • I have a character with a platformer behavior on it. and i'd like the to bounce when they fall onto a semi circle bouncy ball sticking out of the ground. I'll apply a X and Y vector to it when it collides, but i'm not sure how to calculate the angle so that when they hit the top part of the circle they bounce more upwards, vs when they hit more of the side of the circle they would bounce at an angle backwards and more like real life.

    I guess i need to figure out the "normal" angle at impact. but im not sure how to do that.

    what's the math?

    Thanks

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justifun

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Member since 9 Oct, 2012

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