R0J0hound's Recent Forum Activity

  • ...but this one is a bug.

    Isn't it reasonable for an object to just stop when hitting a wall instead of switching between moving and stopping a bit before finally actually stopping?

  • There was no reason to rewrite the gamepad plugin from scratch as I understand it it works well most of the time. Also it makes sense to pull most things over from c2 to c3 since one of their goals was the ability to be able to import c2 projects into c3.

    Anyways if there's an issue with the plugin with a certain controller then a bug report would be a good start to improve that. Likely the plugin works perfect with the controllers tested with so maybe there were edge cases with others.

  • Nwjs can bypass most of the webpage limits. In theory at least. I'm haven't been interested enough to get pass the process to do such a thing though.

  • As mentioned in the other topic, there is only one gamepad html5 API provided by browsers. Likely the c3 plugin uses the same code as the c2 one. If there are compatibility issues with a controller a bug report is probably the best way to improve it.

  • There is only one gamepad API in web browsers. Anyways it's probably something to make a bug report for since Ashely is probably the expert on how it works and has the best chance of finding a fix.

    I don't have a controller so I have no interest. Maybe some revelation could be found by comparing the code on that site and the gamepad plugin but that could take time. But so would taking the code on that site and making a c2 plugin with it.

  • The mouse behavior doesn't have that ability, it's not really something webpages allow.

    If you use nwjs you could look at its plugin for an action to do it. I haven't looked.

    There is also a third party plugin called mouse lock that may be of use to you. You should be able to find it in the third party addons list.

    Barring those the only other avenue for a solution is using nwjs and finding a way to make access the mouse position there with either JavaScript or some nwjs specific plugin. It's not really a quick solution at all and would require research to do.

  • Physics objects are touchy about being moved with the set position action. It confuses the physics engine when things suddenly teleport.

    Anyways, I haven't done it in a bit but you should be able to keep the velocity by:

    1. save the the velocities to variables.

    2. move the object.

    3. wait a tick and set the velocities from the variables.

    Or just use the chipmunk behavior, it doesn't have that quirk. You can just simply move stuff without issue. Anyways either of those should fix the relocation issue.

    The objects raining from the sky is probably from them being launched there from off screen overlapping objects.

  • That's all of it? I'm not clear what you have that's 40mb, but that isn't it.

  • Maybe look at the json and see if anything is amiss?

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  • How would someone know? Saving a empty 1,000,000 element array to json is ~ 6Mb. Setting each value to 1234567890 first will make the json 16Mb. So the size of the json will depend on what's in the array.

  • You could try moving the overlapping condition above the variable comparison. But you'll probably get better results from changing your logic.

    When do the sprites change? If they only change one at a time you could just update that line instead of all of them.

  • Maybe this topic helps?