R0J0hound's Recent Forum Activity

  • Here's the relevant original discussion on the third oldest page of "Construct 2 General":

    The CC feature was called attributes and the decision was to replace them with behaviors instead. So a behavior could probably be done to implement a destroy on startup.

  • RBuster

    I don't apart from duplicating events. The plugin is probably causing a hang due to the family and I'd guess it would happen in other browsers.

    I don't have the canvas plugin installed currently and haven't made any time to work on plugins. However I seem to recall a similar problem with another plugin. The solution as I recall is to find the "typeProto.onCreate" function in the runtime and adding an if to stop the function if it's a family.

    typeProto.onCreate = function()
    	{
    		if (this.is_family)
    			return;[/code:1e6bs3fc]
    Maybe that will fix it.
  • Here's some more ideas on how to get the overlapping tiles:

    You can probably get exactly like that pic by first using the raycast plugin to get the collision point then using the idea above to get the hit tile.

  • Using an array is probably the best solution for smooth motion. I guess you could use a wait too. like every time you move the player add a wait then move the enemy by the same amount.

    partial example:

    on left pressed

    --- player: set x to self.x-64

    --- wait 1 second

    --- enemy: set x to self.x-64

  • RBuster

    So it doesn't load if the canvas is in a family, and on on safari? I guess I never tested that. I'm not sure I'll get around to finding a fix.

    kmsravindra

    This was asked a few times previously. Basically Construct Classic had a plugin like this and since C2 didn't have one at the time so I made this. I probably beat them to it, that's all. Scirra doesn't seem to duplicate third party plugins just because.

  • I don't quite understand what you did with those events and the "but" variable. Best I can tell you're setting it up so it controls when the scroll buttons can be used.

    If it helps here's the capx I did to figure out that expression above and work out how things could be simplified. As I said I didn't understand that bit so I did it a different way.

    https://www.dropbox.com/s/l8hw93anmoofu ... .capx?dl=0

  • Off hand I can't think of any. You may be able to do it with sprites and the snapshot action for some aspects of it. Plugin ideas include the canvas or paster plugins that allow you to draw to a texture. Those could help get you started.

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  • Well, let's say it's not feasible. The image editor isn't usable by anything but C2's executable. If you wanted to use it first you'd have to use nw.js because browsers have security to keep webpages from running exe files at will. Next you'd need to reverse engineer the c2 executable to find out where the editor is, how it's called, and the data it uses. Then using that info you'd made a nw.js in c++ or something that setups an eviroment that the image editor expects and somehow launches it and cleans up afterwards. I'd consider that pretty hacky and a lot of work for little gain.

    Making your own editor in C2 would be quicker. Even making an image editor in JavaScript and making a plugin for it would be simpler.

  • It's not possible, you'll need to make your own editor.

  • This will give you the maximum scroll value:

    max(0, ceil(count/4)-2)

    If you're setting the animations like this:

    For each inventorySprite

    --- set animation to array.at(loopindex+scroll*4)

  • ryguydavis

    By default the timestep for chipmunk is set at 1/30, so at 60fps the speed will be double. You can change the timestep to 1/60 for the speeds to be the same.

  • digitalsoapbox

    I've only tried a handful of the bundled effects with paster, but I was only aware of effects pasting wrong, not causing an error.

    I guess it can be marked as a limitation, as I've been avoiding working on any plugins lately.