R0J0hound's Forum Posts

  • It has to do with color profiles and chrome/nwjs

    Look here

  • SuperSushi

    In you second image change the top "rect" to "polar"

    Rect lets you give a X and y impulse

    And polar lets you set an angle and direction like the physics action you used in the first image.

  • Concave shapes are fine with the physics behavior.

  • Right. It's a simple thing to merge the tiles when it's known the tile's collision polygon covers the entire tile. This is probably a flag or something per tile. Custom polygons would be more complex and slower to merge because the actual collision polygons would have to be checked. The principle purpose of the merging is a quick way to reduce the number of collision polygons.

  • Off hand it looks like you can get microphone input with the "user media" object. When you get it you use a tag that can be used with the audio object. Then you can add the audio analyzer effect to that tag and get frequency data and such. There's an example of using the analyzer effect included with c2.

    That should be enough to get you started. A working example would have to wait till someone has time to make one.

  • It sounds like an issue like this:

    http://gamedev.stackexchange.com/questi ... wall-tiles

    The tilemap object merges the collision polygons of tiles with the default box collision. The result is the right wall is probably one full rectangle so there is nothing to snag on. Usually at least, it mainly depends on which tiles are merged.

    Custom polygon tiles can't be merged together so that's probably why it still trips on corners.

    The link above talks about solutions that probably are mostly usable from the engine level. As a user we could post it to the bugs forum and see if there's any fix that could be done.

    Other ideas could be to use a second tilemap with half sized tiles. That way you can still get that tile merging and avoid corners to snag on. There are probably some other similar ideas. If it becomes too tedious you can automate it with events. If that gets too slow then you could just run the events once after you tweak your level and copy th tilemap's json to load when you actually want to run your game.

  • The bouncing should be handled by the behavior itself. Just give the objects the chipmunk behavior and make the edges have the immovable property. Setup should be identical to the built in physics behavior.

    To make everything bounce like pool balls, set the elasticity to 1 on everything. The apply impulse action is only needed to initially launch a ball. No math is needed.

    You can calculate the KE of a collision with the physics behavior with a little math, but that's mainly just useful to adjust the volume of the hit sounds.

  • I don't use mobile but the manual entry lists iPhone being registered as such as I recall when I read it initially. I suppose it's possible for the browser to lie about what it is.

  • The tilemap doesn't split up it's image into seperate images, so you'd need to consider the total size of the image not the tile size. That size limit has to do with what webgl and your graphic card supports.

  • There's a system condition that will tell you if the game is being run on a mobile device or not. Look in the manual for more details about it.

  • Well, assuming you have all the words in a dictionary you should be able see if any word is in the dictionary with a simple "has key" condition.

    You then can roughly find all six letter words with:

    var letters="abcdef"
    var count= len(letters)
    for l1=0 to count-1
      for l2=0 to count-1
      if l2 <> l1
        for l3=0 to count-1
        if l3 <> l1
        if l3 <> l2
          for l4=0 to count-1
          if l4 <> l1
          if l4 <> l2
          if l4 <> l3
            for l5=0 to count-1
            if l5 <> l1
            if l5 <> l2
            if l5 <> l3
            if l5 <> l4
              for l6=0 to count-1
              if l6 <> l1
              if l6 <> l2
              if l6 <> l3
              if l6 <> l4
              if l6 <> l5
                var word= mid(letters,l1,1)&mid(letters,l2,1)&mid(letters,l3,1)&mid(letters,l4,1)&mid(letters,l5,1)&mid(letters,l6,1)
                if dictionary has key: word
                  add word to wordlist[/code:2i99mh1e]
    Different length words can be done similarly.
    
    Now that's an easy to understand solution it just can be tedious.  There are ways to simplify it quite a lot, and here's an example using a recursive function to make that much more compact.  I probably won't be able to explain it well enough to be helpful.
    [url=https://dl.dropboxusercontent.com/u/5426011/examples35/dict.capx]https://dl.dropboxusercontent.com/u/542 ... /dict.capx[/url]
  • You have it correct, but looking at the algorithm I think a and b need to be both greater than zero.

    As it is with a=0 and b=9

    the "while" starts with 0 <> 9

    and since "a>b" isn't true with "0>9" then the else is run that subtracts 0 from 9

    And it repeats the while. Notice a and b are unchanged for the second iteration so you have an infinite loop.

  • Search for "gesture recognition" there's some examples and a plugin that may be useful.

  • boulerzzz

    It's different, when you type it in C2 it's a expression and when you put it in your json data it's text, which is the same as if you put your expression in quotes. So basically json is just data and not expressions.

    I guess I'm not understanding the purpose of the dictionary and how you want to use it, since this seems overly complicated.

    My guess is you want to lookup if "abcd" is in the dictionary so you'd need to convert that to " l1&l2&l3&l4" first before looking. Surely there's a simpler approach?

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  • It probably could be improved by just having the box match the player's speed. next maybe refining when to start pushing.

    I seem to recall some examples posted before. Maybe they would help?