grossd's Forum Posts

  • Hi,

    I am trying to use the Canvas plugin to draw with a stylus on screen (actually, I don't have a tablet (yet), and am using the mouse). Trouble is, I can't get it to work. Using draw point, you get a jitterly set of points, dependent on the processing speed of the event loop rather than a smooth line. Using draw line is complex since when does the user start or end touch of the canvas -- at least I haven't figured it out yet.

    Essentially I do: On Touch Canvas draw point Canvas.x, Canvas.y

    Any suggestions would be much appreciated.

    I need a way to smoothly and easily draw lines from one square to another. The squares are already drawn onto the Canvas.

    thank you,

    Dan

    p.s. BTW, I also tried the Plaster plugin, but using its quads to draw, I get the same jittery dots rather than a smooth line

  • sved,

    Sketchup, seems to do the trick. The library is very useful

    Thanks!

    Dan

  • Hello,

    I'd like to use everyday utensils in my game, like fork, spoon, chair, table. These have to be placed into the game in different perspectives. Seeing the fork as if one looks down on it, or while its placed on a table.

    Is there simple to use 3D software that one could recommend, where I could easily import or create everyday utensils and objects, and turn them around as I need, and then take 2D snapshots to include them in a game?

    many thanks,

    Dan

  • Thats great!

    Thanks. I'll study the game to see where i went wrong.

    Dan

  • Thanks. I tried, but solid doesn't work. All the balls congregate behind each other and/or continue to bounce off each other. They do not fill the space upwards.

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  • Hello all (and Ashley),

    Is there available for download a complete C2 DTD/Schema file, for the project, layout and event xml files, and perhaps also state files. I'd like to explore a bit more in depth the underlying XML format.

    It's quite possible to generate Schema files from XML data files, but these are often only partial, based on the data given.

    thank you,

    Dani

  • Thanks, for pointing out masking.

    Yes. karim in the Skype chat group, was so kind to suggest masking, also; and i now implemented a variation on masking (the inside of the cup is transparent, and another non transparent cup version sits underneave. And inbetween the cups there is a juice "tile" whose height gets increased as more balls collide with the upper rim of the cup.

    But, ideally, i'd would have liked the balls be the juice in the cup, perhaps by changing the viscosity of the increasing mass of balls, and by making them pile up within the glass inside boundary.

  • Hello,

    I've tried to fill a transparent cup with small balls, using physics and spawning objects. Unfortunatley, so far all i got is balls that "congregate" at the bottom of the cup one behind another, instead of pilling up beside and ontop of each other.

    Is there a simple way using physics settings of balls, to achieve this?

    thanks,

    Dan

  • Hi,

    I essentially wrote the following code, which spawns an object type twice, each time setting a new width. Oddly, only the second time the new width is set. The first spawn retains the width of the object type which was used to spawn the object.

    https://dl.dropboxusercontent.com/u/102806407/spawn2.PNG

    EDIT: here is the result: https://dl.dropboxusercontent.com/u/102806407/cup.PNG

    EDIT: I now spawn three objects, and set a different width for each, but only the last one gets a new width set.

    EDIT: Using create object, instead of spawn makes it work:

    https://dl.dropboxusercontent.com/u/102806407/createObject.PNG

    https://dl.dropboxusercontent.com/u/102806407/cup3.PNG

    I wonder why this is?

    I'd like to generate "water bars" one ontop of another, to simulate the filling of a cup with water. Since the cup size changes as water is filled each 'spawned" water "bar" needs a new width.

    any comments would be much appreciated,

    Dan

  • Thanks for the response.

    It makes a lot of sense to post a comment on the Manual page where a question arises, and where others may offer answers. It saves time and hassle searching -- which may or may not yield results to questions.

    This is how comments on manuals are structured in various open source projects, such as MySQL and many others ...

    In fact in the MySQL manual pages you will find commenter offering sample code how to use SQL functions in variously efficient ways.

    Dan

  • Hi,

    When reading the manual pages I sometimes still have open questions. For example, when reading up on physics, and the apply force action, it as unclear to me what the unit of force is that is specified in the parameters.

    I think it could be really great if logged in members could add comments at the bottom of manual pages. This could i think benefit both manual readers and writers.

    thanks,

    Dan

  • Hi,

    I am trying to create a little animation in which water is poured out into a cup. It doesnt have to be perfect just a an approximation. I have a jug which can be tilted and then water balls fall down into a transparent cup. Currently, all this works nicely, however, i'd like to have the the water level in the cup go up, and can't figure out how to do this. Also, i'd like the balls that are already in the cup stop moving around so much.

    Any suggestions how i could achieve this would be much appreciated.

    Dan

  • EDIT: I hope I didn't come across to rough here ... was written after hours on the road driving

    But, to complete my thought, and throw in some encouragement, to increase the priority for making C2 projects more easily reusable:

    As a beginning C2 developer, I was not aware of the limitations in reusing assets from one project to another. I therefore happily developed 8+ carefully crafted little game apps. Creating little reusable apps is a software engineering best practice, and would be good practice in C2 also. And my plan was to then mix and match the game apps in various ways to develop larger "story lines".

    This is something I can not do right now, without carefully reviewing each little game app, with re-usability and current C2 limitations in repackaging games in mind. I will just have to "bite the bullet", and spend the time on essentially restarting all game apps, to make them more reusable, while our project clock continues to tick, and users are waiting to be participatorily tested. And I foresee running into such code reuse problems again, since its hard to anticipate what new game assets one will need, and how such needs would ripple through various games variants I will further need to develop, that are built on a common base. And, manual managing these ripple task is time intensive and error-prone.

    While new functionality is indeed a high priority, support for sound software engineering practices is also essential for the creation of maintainable and evolvable software code. Its not by chance that technologies such as object-orientation, and software architectures have gotten the tremendous attention over the last two decades, to specifically tackle the complexities of software development, maintenance, change and evolution.

    As an aside, it would also have been good to be apprised of C2's limitations in reusing code, earlier in the "game", so that I could have arrange game resources in a more favorable manner.

    C2 is a fantastic environment, and I really want to use it for the current proof of concept and much beyond too, and I am looking much forward to see it become an even better tool.

    </end of ramble>

    Dan

  • Thanks. Yes, that's the direction I am going to try now, also. To create some filled in "asset" templates to work from. In parallel, I'll explore, as time permits, some XML based merge approaches too, in case I can come up with some useful and lightweight tools.

  • Perhaps to avoid overlaps with the Forum, I should make the wiki's main purpose as a vehicle to discuss side projects I am trying to do, in an open, and open source fashion:

    Open, in the sense that I am writing up my design thinking, as I go along. It's open, so anyone can chim in and comment, point out issues and offer improvements, or even contribute.

    And, Open source: the code I will write, will be open for everyone to take, use, improve on, and hopefully, contribute back.

    Dan