R0J0hound's Forum Posts

  • They should work but this hasn’t been tested by me.

    The canvas plugin will use high cpu with webgl o and you change it every frame. If you aren’t drawing to it every frame then it should be fine

    Paster was made to better utilize webgl so it is faster.

  • I don't have CC or the latest win10 installed so my advice is limited.

    If the preview closes right away or not at all it may be a bug or perhaps the antivirus/win10 blocking exes from running from that location.

    You could run the exe through a debugger or running it from the command line to see if any error messages come up. Since the exported game works fine, i'd say this isn't the issue though.

    If it's something that's blocking the exe from running you could look in the antivirus or windows defender to see if there is a log of blocked exe files, and if that's the case you can see if you can add an exception for that folder/file. I don't know if there is anything else in windows that would block it but googe may help there. Anyways hope some of that is helpful

    Edit:

    I looked again at windows defender and you can see a list of quarantined items and there is a way to make exceptions. My guess is an update made the preview file look shady and automatically blocked it. Overzealous false positive i'd say

  • Here's an example that goes a bit everywhere. It's meant to give ideas, and i'm not really going to pursue it further.

    https://www.dropbox.com/s/vl0kzgrfl3psh ... .capx?dl=1

    It uses the paster object.

    A continuous brush is done by keeping track of the previous mouse position, then instead of drawing the brush at only the mouse position it lerps from the old mouse position to the new and draws the brush at every spot.

    The opacity is done by drawing to another object first at 100%. Then that is drawn with the opacity to the main canvas.

    Brush size is pretty easy. Coloring the brush done by applying a blend mode to the brush with a color.

    A color picker could be done with a canvas object with an image and using rgb at expressions to get color of a spot.

    Brush shape can be customized easily but soft brushes always come out as hard brushes. This probably can be fixed by using a shader to change how the brush strokes are blended together, but the paster plugin is breaking with shaders, so that's a no go.

    The capx also generates the brush shape but that was frivolous experiment. As opposed to many other capx this one isn't cleaned up at all.

  • AnD4D

    You’d have to measure the speed to see which is faster. I was going for a simple solution with a minimal amount of used features. It’s only done once per click so even if it’s slowish it’s ok imo. That said I haven’t had a chance to look in the capx files to see what is different. For max speed you’d utilize an array but I’m like dop, I think it makes things ugly.

    You seem to have landed on a fun problem to solve, always a good thing.

  • Try the free versions of each to see how you like them. You can also read the blog, there are posts outlining what’s new in c3.

  • I can’t open the capx right now, but Here’s another idea. I looked a your first capx briefly when I was at my computer.

    Give the grid sprite a number instance variable and call it n. You’ll also want the origin of the sprite to be centered.

    Also create another sprite and call it detector. Make it’s origin to the left and make it’s size 32,4. I’m assuming the grids are 32,32.

    Global n=1
    
    On click
    —set n to 0
    —set grid.n to 0
    —if mouse is over grid
    ——add 1 to n
    ——set grid.n to n
    
    On click
    Repeat 50 times
    —If grid.n=loopindex+1
    ——set grid.opacity to 50
    ——set detector position to grid
    —Repeat 4 times
    ——Set detector.angle to 90*loopindex
    ——if detector not overlapping wall
    ——if grid overlapping detector
    ——if grid.n=0
    ———add 1 to n
    ———set grid.n to n[/code:3d5uzgqz]
    
    Change the repeat to the number of grids to highlight. Also I used opacity to do the highlighting but you can use anything.
  • Since they did it with the next penalope they have the base of making a C2 game run on the switch. You could always try to see if you could hire them to get your game on switch too. No idea what the cost would be.

  • The limit was added as a spam fighting measure. There are still spam accounts that get through registration and blocking the links is the best way to stop them until a mod can recognize it as spam.

    Anyways, that doesn’t preclude new users from posting links. You can put the link inside code tags or add spaces in a few spots in the link. Or as a different user you can see the blocked link by just looking at the page source if you feel so inclined.

    At any rate, a new user will get enough rep in a short time anyway.

  • one possible solution is by using qarp() to do the curve.

    Objects:

    A, B, dot

    Every tick

    —- destroy dot

    Repeat 10 times

    —- create dot at lerp(A.x, B.x, (loopindex+1)/11), qarp(A.y, (A.y+B.y)/2-abs(A.x-B.x)/4, B.y, (loopindex+1)/11)

    Dot.x > touch.x

    —- destroy dot

  • Changing the playback rate changes the pitch.

  • Isn't there a create by name action?

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  • From what I read most browsers already do this internally with JavaScript. Are you having performance issues?

  • If it says the file isn’t compatible then it probably is corrupted unfortunately. If you open the file in a hex editor I’d guess it’s all zeros so there is nothing to recover.

  • You could always just move around the layout a screen at a time, capture a screenshot of each and merge then together.

    https://www.dropbox.com/s/rth2r0p44qex6 ... .capx?dl=1

  • Instead of using "set at (loopindex, 1)", use (array.width-1, 1). The first loop pushes stuff to the end and loopindex ends up being at the end of the array. In the second loop, loopindex is not the end of array. You could also use loopindex+TileFloor.count instead of loopindex in the second loop.

    You can offset the grid using this.

    grid_position = round((x-offset)/gridsize)*gridsize+offset

    For example when the walls are vertical.

    x = round((Mouse.X-24)/48)*48+24

    y = round((Mouse.Y)/48)*48