R0J0hound's Forum Posts

  • jkleffel

    You can download it in the first post. There's also a sticky topic on how to install plugins.

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  • You'll have to look at a few other effects for the exact name of it but other than percent you have number or something. Those are the only two.

  • Ruskul

    Nope, I never got around to it. What it would consist of is just what I posted here.

  • Hmm...

    One thing you could try is to use the "set minimum framerate" action to set it to 60. That way dt will stay at 1/60 instead of going to 1/30 at times. That should mostly solve the pixel step varying, but the game will slow on less powerful pcs. Dt will still vary a tiny bit so you may have the occasional instance where things will move 2 pixels instead of one. I suppose this can be tightened up a bit by doing like newt said and making your own movement system but that is really a last resort.

    Another idea to get things smoother is to only use speeds that are evenly divide into 60. 36 doesn't but speeds like:

    1,2,3,4,5,6,10,12,15,20,30,60 will give a more even motion.

    3

  • In your output it looks like the sprites are resized. The actual sprite size should stay the same.

  • [quote:2ap6k76q]Have another question now, since I moved the scroll to center isoView within the layout. How do I translate mouse within isoView to the map grid?

    ou can use the equation posted above:

    mapx = 0.5*x+y+iz-400

    mapy = -0.5*x+y+iz-80

    just use mouse.x(layer) an mouse.y(layer) for x and y.

    For pathfinding you can either try to shrink the grid size, use a grid based pathfinding plugin or do your own pathfinding with events.

    Searching for astar or dijkstra will give some event based examples.

  • Something like (Scrollx-originalx)*0.5 for horizontal parallax. Vertical is similar. Replace 0.5 with the whatever rate you want.

  • Shadowblitz16

    Have a look at the "paste object" action, it will draw another object to the canvas in the same spot it is overlapping the canvas.

  • justifun

    First you need to make the box movable.

    velocity way:

    set velocity to rect((mouse.x-sprite.x)*10, (box.y-box.y)*10)

    and set it to 0 when not dragging

    acceleration way:

    Keep the box from falling from gravity with:

    on box prestep

    --- apply force rect(0, -gravity*mass)

    and give the box a max speed at the start of the layout.

    then to move:

    apply force rect((mouse.x-sprite.x)*1000, (box.y-box.y)*1000)

    and when not dragging give a slowing force.

    apply force rect( -velocityx*1000, velocityy*1000)

  • justifun

    I think the version of chipmunk used is just kind of spongy. The only thing you can tweak is "space iterations" but that has no effect on the sponginess there. It won't be as spongy if you move by changing velocity or even better acceleration I suppose, but that may not always be possible.

  • SamRock

    0,0 on the map goes to 320,240 in the iso view. Do you either have to move the map or change the scroll position to a better center location.

  • It's 12500 pixels/second^2. You must be setting a max speed to the behavior otherwise the platforms would keep going faster and faster very quickly.

  • I've never tried it but it should be like what I typed, just tweak the numbers I suppose. However from the sound of it it doesn't work, but no matter, it was something to try.

  • Neither, they are the same.

  • Apart from shrinking the collision polygon you pretty much need to make your own collision detection.

    This is really only relevant for boxes though. If you're using a grid you can use an array to lookup collisions. Also you could do manual collision detection with integer positions. I've used that before for a retro platformer where I wanted the player to fit perfectly in passages his same size.

    The sizes needed to be even, or as long as the the edges of the sprite were on integer positions you could test for a collision with:

    bbright > wall.bbleft

    bbleft < wall.bbright

    bbbottom > wall.bbtop

    bbtop < wall.bbbotom

    and then objects right next to each other won't count as overlapping.

    Apart from that I've done stuff like

    set size of everything a little smaler

    check for collisions

    put the sizes back to normal

    or

    if the hotspots are centered you could do a compare right after the overlap condition.

    abs(sprite.x-wall.x) < (wall.width+sprite.width)/2