R0J0hound's Forum Posts

  • The object getting stuck inside the floor is an unsolved problem currently. The collision response in the capx's was only partially solved.

    The springs are not done in a way specific to C2. You should be able to google spring physics tutorials to get the math explained. This may be a good source:

    https://www.khanacademy.org/science/phy ... ooke-s-law

  • There's an old example here:

    It's basically just springs.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I didn't make those examples or plugins. Rexrainbow did.

  • It depends on how you specify when editing is done.

    If it's when nothing has been inputted for some timeframe then you can do that with a timer. You start or restart the timer when the "on text changed" trigger is run. A possible implementation could be:

    global number myTimer=-1
    
    on text changed
    --- set myTimer to 60
    
    every tick
    --- subtract 1 from my timer
    
    myTimer = 0
    --- do something[/code:ii7dlbgo]
    
    Another idea is to do stuff when the TextBox no longer has focus.  That could be when you click and the mouse is no longer over the TextBox or something.
    
    There are probably other ways. The simplest would be to just have a button to do something.
  • The pathfinding behavior can't do one way obstacles like that. A solution that comes to mind would've to do pathfinding with events using the "a star" algorithm. That would give more control so you could do one way obstacles.

  • Here's one way. Under the on changed event check all the inputted characters and only keep the digits, then only keep the first two.

    https://dl.dropboxusercontent.com/u/542 ... input.capx

  • digitalsoapbox

    That sounds right. Yeah, you'd just need to do it for one instance of a type since animations are shared with the other instances.

  • digitalsoapbox

    That's probably it exactly. At preview each image is seperate and after export the images are packed with one pixel outlines so they don't bleed into each other. You could try point sampling if it doesn't affect the look too much.

    You could undo the packing by loading the frames manually at runtime. Maybe also replace the packed images with a tiny image so it doesn't affect the VRAM usage.

  • digitalsoapbox

    It's probably related to sampling. Maybe making the lower resolution a multiple of the higher one may help? Like if the higher res is 100x100 make the lower one 50x50 or something?

  • To make C2 run natively on Mac basically involves replacing the Windows only parts with Mac equivalents. In actuality it's not a simple replacement as the Mac stuff can be designed in an entirely different way, so a lot more code would need to be re-written.

    C3 is that rewrite.

  • Probably re-installing C2 will fix that file.

  • It's probably slower to pick and unpin objects that aren't moving instead of just leaving them pinned.

  • Here's one way:

    global number starty=0

    global number miny=0

    on jump

    --- set starty to player.y

    --- set miny to player.y

    on landed

    --- set text to starty-miny

    every tick

    --- set miny to min(miny, player.y)

  • C2's render is quad only so the vertex shader would have only 4 vertices to manipulate, so there wouldn't be much variety in shaders. Also there is the overhead of changing the shader and sending the parameters to the gpu. My argument is it would probably be slower with such a low vertex count.

    Vertex shaders could be useful if a plugin was made that had a high polygon mesh, but you'd be doing custom webgl to render that anyway so that would be the place to do it.

    • Post link icon

    I'm impressed with the one year time frame you give yourself. I wish I had that kind of patience for a project.

    Choosing to do it in Construct is probably not the fastest method, but it makes for a challenge.

    I know you already plan on supporting a subset of the plugins but I'd recommend only implementing only a subset of the engine's features, at least initially. The idea is to get something working early on so you can get motivation and/or a better picture of the work involved early on. This will lead to needing to refactor your code later as you add stuff, but you'll be doing that anyway if you tried to implement everything at once.

    You may find it interesting that events aren't converted to javascript. They are run by the event engine which in turn runs the javascript in plugins and the engine, while it also updates the picked object lists.

    Anyways I'm sure it will be very good coding practice no matter the result.