R0J0hound's Recent Forum Activity

  • Pandy

    link fixed

  • oOScuByOo

    Sure, you could just keep it recording everything like normal, but when the length of the array gets too long you could start removing stuff from the front of the array. At 60fps 3/4 of a second would be an array of width 60*0.75 or 45.

  • Reinarte

    There probably are updates to the api that could be useful, but i'm not updating this anymore. It can probably be made to work with the minifier, but same deal, i'm not diving into the source to find out why.

    gamegennick

    No, what the plugin does is probably all it will ever do.

  • atmas

    In the capx it just creates the roads. at the start of the layout. You could just do what you said and only pick the roads off screen and within a certain distance of the player to create cars on.

    Pedestrians could probably be done in the same way, although you probably could ignore the collision detection. Here's another idea along those lines:

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  • You could use the paster object to draw the objects to, and then you could in turn give the paster objects blend modes to combine them.

  • If they are always flipped you could flip the paster object first before pasting the text. Just center the flip on the center of the text object. Or to make the math simpler use a second paster object with the hotspot centered. The just place it over the text, flip it, paste text, flip it back, and move it to where you want to paste on the other paster.

    If it's flipped on only some machines then we need to detect if the textures are flipped. You can't do this with events but I think you can with JavaScript and webgl. The grab canvas action (I may have forgot it's name, but it's the one that tries to copy the game canvas to a paster object) has some code that finds this out first time it's run. It works by running a minimal webgl renderer to draw onto a 1x2 image. It then reads one of the pixels and thereby knows if it's flipped or not.

    Anyways to fix it in the plugin itself probably entails making the plugin check if textures are stored flipped when the plugin first loads, and the add a check to the paste action if it's a text object being pasted and flip it if need be.

    Or maybe look at the text object's source and see what it does. C2 doesn't have an issue with text flipping normally, so maybe by looking at the text object and C2's renderer you can see where the difference is.

    That's as narrowed down a place to start as I can think of.

    Hopefully some of that helps. I'm happy to answer questions from what I can recall but it's probably safe to say I'm not going to touch the plugin's source again.

  • It looks like it can't find some files. Can't say I know how to fix it as I always found compiling c/c++ stuff a pain.

    The old wiki here has an old tutorial that maybe helps? If not try reading older topics about building plugin's. You'll probably get better info there as opposed to now with no one familiar with it anymore.

    Edit:

    Actually the issue is where the sdk in relation to the sdk folders. It's looking for those files relative to the plugin's solution. In those file paths .. Means the parent folder if that makes sense.

    One way to handle it is to just download the entire construct source and see where the plugin source plugin's are and put the plugin templates there. This is off the top of my head, I know it to work but haven't messed with it for a few years.

  • There is the angleDiff(a,b) expression that will do that. It gives a value of 0 to 180.

    If you need a signed angle result of -180 to 180 you can do angle(0,0,cos(a-b),sin(a-b))

  • I can't be much help since i don't have Construct classic installed and would need to re-familiarize myself with it. Aka figure out how many parts of it works, identify crashing points, and working around it.

    There is this old discussion with some examples and such. I fixed my links, i'm not sure about the others.

    Also maybe look at Jayjay's example kit in his signature. It may have something useful.

  • KeeghanM

    You can look at this old topic for some examples and some links to pages that are good references.

  • I'm glad it's still useful.

    • Post link icon

    That probably is the oldest capx I've uploaded. The interesting thing about that capx is it was made before c2 had variables or animations for that matter. The only drawback is how it works is obscured because of that.

    I'd say with some certainty it won't be useful to the op.