R0J0hound's Forum Posts

  • Mikal

    The renderer in C3 is mostly the same as in C2. It's quad based, with some optimization for point rendering for particles.

    Now, you can do mesh based stuff in spite of that. Basically it amounts to ending all rendering batches in the renderer and then using webgl directly. Just keep in mind any webgl state changes you do you have to revert back before Construct's renderer is to do something again. It may not be optimal, because it breaks batching, but it's still fast. Faster at the very least to just rendering a bunch of quads with the rendering api.

    In my mind this update is mainly for being able to draw stuff in the editor. Then again I"m a bit out of touch with things.

  • Rest assured you can do it with just events and no custom plugins or JavaScript would be needed. There is a function object you need to add to your project in the same list as sprites and stuff.

    How hard can it be? There is nothing that construct lacks that makes it impossible.

    EDIT:

    Here's an example made in a couple hours to give you ideas:

    https://www.dropbox.com/s/jbykgixjixvx8 ... .capx?dl=1

  • If you're only doing the ajax call once per image and not every frame till they are loaded then there isn't anything else to be done i imagine.

  • It sounds like a bug to me.

  • I don't use C3. I actually want to get away from web technologies.

    Blender engine is supposedly out of date, and looks to be eventually removed from blender, but I think it's easy enough to use and it's cool to have all the tools in blender at your fingertips. I don't actually make any games, I've just fiddled around with most of those apps.

    Events are like coding, just sometimes more complicated and esoteric.

  • I suggest anything at all. There are lots of game making software out there, maybe start trying them out and see. Also don't be afraid of something that requires coding, instead consider it on a case by case basis. Visual scripting like events are in some ways simpler and in some ways more complicated than actual coding. Also there are coding languages that are bonkers complicated and other that are simple to learn and use.

    A few popular ones with good visual editors are clickteam fusion, gamemaker, stencyl, and godot. Then there are big engines like unreal, unity, lumberyard, cyengine, etc... but eh.

    You could always try other things like blender game engine, zgameeditor, pico8, love2d, scratch, alice, etc...

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  • eh... what you're already using.

  • probably put it after would work. Basically any time you want any lines added to be a new line.

    begin path

    move to

    line to

    line to

    draw path

  • Things to google:

    "universal gravitation" for the equation for the force of gravity to apply between two planets.

    "orbit velocity" the initial velocity to give an object an orbit around another.

    "n body simulation" ways to simulate a bunch of objects interacting with each other by forces more efficiently.

    Anyways you can do the gravity by applying a force from every object to every other object based on the distance. That would become slower as you add more planets. Maybe some space partitioning or only calculating stuff close to the screen would help. The reality of it is you'll have to scale the idea way back as you likely won't be able to do that many planets moving with physics before things slow down. Not to mention the online aspect will bottleneck things too because of bandwidth limits.

    I have no useful ideas on the actual generation.

  • You need to reset the lines to be drawn with "begin path", otherwise it will just redraw the lines again and again.

  • If you save as a project folder and open the .caproj file in a text editor it has a list of them.

  • Time sure flies. I think I started lurking in December that year. Construct at that time had bugs for sure, but still more cool features you could shake a stick at. Great fun though, it was enough to get me hooked. The lively forum goers added to the experience. I recall being able to look at all the posts and downloading all the examples posted as there were only 20 pages or so.

    Congrats on a long lived forum.

  • There's always the option of removing the plugin from the capx outside of C2:

  • I don't believe things are minified when previewing so if you open the browser debug console you can see the runtime portion of plugin's. I did that with the early c3 releases and the runtimes were each a seperate file. Not sure if things have changed since then.

    The edittime portions and the whole editor is minified like crazy so there is nothing to glean there.

  • two ways to do what you want is with this:

    +----------------------------------------+
    |system: compare animals.count < howMany | system: create animal at (0,0)
    |system: every 1 seconds                 |
    +----------------------------------------+[/code:2bs9nz4c]
    or this:
    [code:2bs9nz4c]+-----------------------------+
    |system: start of layout      | wait 0.5*loopindex seconds
    |system: repeat howMany times | system: create animal at (0,0)
    +-----------------------------+[/code:2bs9nz4c]
    
    You cannot use wait like you do in that for loop in your post because it doesn't pause the loop, rather it delays the actions and sub events after it.