R0J0hound's Forum Posts

  • You can do that with any other sprite as well. Basically you use a layer with "force own texture" and put the canvas and plane in it. The canvas has the "destination out" blend.

    layer 1: force own texture=true

    --- canvas: blend="destination-in"

    --- plane

    layer 0

  • The wait action delays stuff to run later. It doesn't make the events pause.

    For more info the manual is a good source I think.

    Edit:

    https://www.scirra.com/manual/75/how-events-work

    https://www.scirra.com/tutorials/56/how ... ait-action

  • Since the op mentioned wanting multiple snakes the above would only work if each snake were a different object type. Here's a go at using a for loop to do it. In a way it looks a lot cleaner to me.

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

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  • https://www.dropbox.com/s/ye0lvc5l7kezc ... .capx?dl=0

    /examples33/multi_catmull_rom.capx

  • From what I found here:

    http://www.zetaprints.com/help/coreldra ... perations/

    The "lightness" blend keeps the hue and saturation of the back and keeps the lightness of the front.

    The "luminosity" effect in c2 matches that description, but doesn't seem to give the same results. Perhaps it's a bug in it somehow since a fair of math is involved.

    The basic logic is to convert the back and front from rgb to hsl, then take the hue and saturation from the back and the lightness from the front to make a new hsl, finally that is converted back into rgb.

    That's the logic needed to make an effect, or the info needed to debug the luminosity effect if someone is curious and has the time.

  • You could do the following. Store the x,y position of the sprites into private variables. Then move the head or first sprite in whatever direction you like. And finally just set the other sprite's position to the saved position of the previous one.

    every tick

    --- sprite: set oldx to self.x

    --- sprite: set oldy to self.y

    pick sprite instance 0

    --- sprite: move forward 32 pixels

    pick sprite by comparison: sprite.iid>0

    --- sprite: set position to (sprite(self.iid-1).oldx, sprite(self.iid-1).oldy)

  • AnD4D

    Polar would work for that, just set the angle to the angle to that location from the object and magnitude can be the force amount.

    You can ignore the offset if you like. With zeros it's applying the force to the center of mass on the object. The offset specifies a position from the center of mass, which in turn would give some torque.

  • It will draw whatever you tell it to. If you wanted to do that with polygons and lines I see no issue, other than to be tedious inputting all the points.

  • fm4fanAT

    Late reply, but I've found a solution to this in another topic. The is the system action: "set minimum framerate". By default it is 30 which means dt will be limited to 1/30. You can set this to 0 if you so desire and dt won't be limited. It's a trade off though. When dt isn't limited you can have issue of fast moving objects passing right past obstacles without hitting them.

  • Here's one solution:

    It basically just moves separate units away from each other if they get too close.

    Another idea floating around the forum is to use the physics behavior on the units so they push each other. For best results there you'd want to move the objects using the physics behavior instead of letting the pathfinding behavior do it.

  • It's hard to ignore the size when it's 1Gb. Even 20Mb is big by my standards and I typically won't download it.

    Maybe make a copy of your project and remove all the audio and video files from it and upload that?

  • If you only need four pointed polygons then my paster plugin can do it too, and will be faster with webgl on.

  • andreone

    The issue is you're checking if a x position is exactly somewhere. With floating point numbers two separate values are seldom equal. It's better to check for a range of values like:

    pick family where family.x > position+49

    pick family where family.x < position+50

  • Yeah, only the object you're dragging is being picked. This happens even if you don't use families. You could add a "pick all" condition to the beginning of the sub-event as one way to do what you want.

  • What stuff breaks? I've only seen third party plugins cause minifying to break things. If it's an official plugin that breaks, wouldn't fixing that directly be better?