R0J0hound's Forum Posts

  • Change the arc to -45 and spawn from the player instead, also change (player.X-bullet.X) to (enemy.X-bullet.X).

  • You're talking about "isInOnDestroy"? I wouldn't worry about it, it's probably some kind of fix related to it's name.

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  • Instead of changing jump strength and jumping you could just set the Yvelocity directly.

    So to replicate the bounce you have you could do something like

    Set Yvelocity to -500

    Or since you want it to bounce based on height you can just invert the Yvelocity to do a bounce.

    Set Yvelocity to -abs(Yvelocity)

  • You could use the cubic() or qarp() expressions with a t value.

    example here:

  • There's an effect for that

  • You can use this plugin:

    http://c2rexplugins.weebly.com/rex_date.html

    Or you can use javascript from the browser object. A google search on the subject may help.

  • Use the paster object for that.

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  • For the correct formulas you can use this for calculating the forces:

    http://en.wikipedia.org/wiki/Newton%27s ... ravitation

    And this for the initial velocity:

    http://en.wikipedia.org/wiki/Orbital_sp ... ital_speed

    I made a capx without physics here:

    how-do-i-implement-orbits-w-o-span-class-posthilit-physics-span-beh_p771265?#p771265

    And here is info how to do it with physics:

    orbital-velocity_p730036?#p730036

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  • If they're only used for overlap checks and aren't drawn you could use this condition:

    System->pick overlapping point

    To check every pixel you'd use two for loops, but checking every pixel of the layout or even the screen is going to be slow no matter what you do. The best optimization is to check less pixels if you can.

  • What will these said 1x1 pixel objects be doing or what effect are you after?

    If they don't move your best bet for performance would be with the canvas/paster objects or the tilemap object.

    If they move then other than sprites to best you can do is with the particle object. For other motions you're forced to use sprites or you can make your own plugin to draw the pixels in the same manner as particles.

  • It should work with any browser that supports the web audio api.

    Found another js lib that performs a bit better but only plays mod files.

    https://github.com/jhalme/webaudio-mod-player

    It provides these js commands

    player.load(url)
    player.play()
    player.pause()
    player.stop()
    player.jump(step)
    player.setrepeat(true or false)
    [/code:3ni1sd18]
    
    Edit: for further reference here is a list of js mod player libs:
    [url=http://www.html5gamedevs.com/topic/3620-support-for-tracked-module-formats/]http://www.html5gamedevs.com/topic/3620 ... e-formats/[/url]
  • I can't find a working demo of flodjs in action.

    I did find chiptune.js which seems to only use about 10% cpu in their demo on my system.

    I'm not crazy about writing plugins as the workflow to me is very tedious, but here's a test capx using the library. At the very least it allows me to see how capable the library is before wrapping it into a plugin.

    So far it loads the library and you can load and play music files once ReadyToPlay is 1. But anyway it gives something to play around with.

  • I'd say the ati graphics card drivers are to blame. On my ati card I don't get that, but if I resize a sprite to 34% or smaller from the original image size the sprite becomes transparent.

    Maybe you'll be more lucky than me and be able to find a updated driver. Although my hunch is it has to do with some setting like mip mapping or something.