R0J0hound's Recent Forum Activity

  • Basically you'd store all the info you want to save (positions, variables, .. etc) in something that can saved to disk. Offhand the array object could be used. Then when you load the file later you can to take that info in the array and recreate and re position everything. That's the general idea, but really it can become as thorough as you want.

    So for example a save event would do this:

    Set array size to (0, 10, 1) 
    
    for each sprite
    --- array: push 0 to back
    --- array: set (array.width-1, 1) to "sprite"
    --- array: set (array.width-1, 2) to sprite.x
    --- array: set (array.width-1, 3) to sprite.y
    
    array: save to file[/code:75i6wn73]
    
    Then the loading would be something like:
    [code:75i6wn73]Array: load file
    sprite: destroy
    
    array: for each x
    array at (array,currentX, 1) equal to "sprite"
    --- system: create sprite at (array(array,currentX, 2), array(array,currentX, 3)) [/code:75i6wn73]
    
    It's a starting point anyway.  If it doesn't make sense then I think it explains why I'm on here less and less.
  • vubidugil

    links updated in original post

  • vubidugil

    link updated in original post

  • —

    link updated

  • Int(time*1000)%1000

  • That's easy, when the amount of bugs is low enough for them to consider it stable. You could possibly read dev responses to see when they hope to reach that point but that's just an estimate.

  • There was a raycast plugin in C2 that could do some of that. There was also a chipmunk physics behavior for c2 that could give that info.

    For C3 I don't believe there is anything. You could put an image point on top of every collision polygon point, so you can access it from events, and then calculate everything from scratch. Or you could search for examples of how to do lasers in C2. That could give the collision point where the laser stops, and then you could guestimate the normal.

    The tutorials section may also have some ideas.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • The behavior doesn't have a way to give you that info. You possibly could add the request to the suggestions page though. One of the sticky topics has a link.

  • It does that because the object is being teleported. And it's still accelerating as if in free fall. Set the velocity to 0 when dragging for a solution.

  • go for it

  • ydobemos

    Hello, I don't have a solution for that. When making the plugin I took the functions C2 uses to draw effects and modified them, since I couldn't leverage them as is. I also made gross simplifications neglecting a lot of the features effects support in C2.

    Anyways the solution would be to re-examine how C2 draws effects and get familiar with what it does and why. Then start over from scratch to come up with a solution. Paster can be utilized as example for some aspects but not all. Bear in mind this is what has needed to be done since I made the plugin and I never had the time or interest in doing so even when I was actively developing it.

  • Disabling player input isn't a good fix. The object will stop short of the wall and it becomes complex when to know to re-enable player input. No workaround should be needed.

    It's not a waste to report this for C2 since C3 uses the same logic and can benefit from the fix as well.