R0J0hound's Recent Forum Activity

  • It probably could be improved by just having the box match the player's speed. next maybe refining when to start pushing.

    I seem to recall some examples posted before. Maybe they would help?

  • The keys are just text so maybe you could just set the key's to be like "abcd" to begin with?

    I mean you could convert the text "l1&l2&l3&l4" to "abcd" using the replace() expression, or even the reverse. Would that help?

  • Irbis

    This doesn't split up the texture to separate frames and you could use spritesheets where images aren't arranged in a grid if you want with this.

  • If you google "spritesheet" you'll see the type of images this could be used for. Typically you'd need to split those images up to use. This plugin just lets you specify a rectangle of the image and use that instead of the whole image at once.

  • Ken95

    The process? It's basically just finding the intersection between lines a bunch of times. The objects have a border made up of lines and the ray is a line. You can just place the lines of the objects manually or use math to place them.

    It finds all the lines that intersect the ray, then uses the intersection closest to the start of the ray. From there you can calculate the normal of where the lines intersect and in turn calculate the reflection angle. Then it's just a matter of setting the ray to be from the intersection going at the reflection angle and repeating the process a number of times.

    The calculating of the line intersections and reflection angles is easily found in a search engine.

  • You could check the value of number%1. If it's 0 it's an integer, otherwise it's a float. Alternatively you could convert the number to a string and use a find to see if there's a point in it.

  • There has been a topic on webgl2 before where Ashley indicated what could be used by C2 from webgl2. That texture thing was the main useful thing as I recal but otherwise nothing much else. I'd have to find the topic to get a better explanation.

  • Looking at the pseudo code for that algorithm it looks like it's done with just 32bit variables, so there's no issue there. Beyond that you'll need to use a plugin that provides bit operations or just use js directly. But if you were to use a plugin isn't there one that does sha256 already?

  • Pretty much just a improvement with tiling non power of two (npot) textures. By improvement I mean it'll look better. Right now npot textures are stretched onto power of two textures before it can be tiled.

  • I think any solution will have a certain level of pain. JavaScript stores numbers as 64bit and in some of it's calculations with integers will use 32bit.

    If you use JavaScript you could use a typed array of multiple 64bit numbers and then use the memory address of that with some asm.js or web assembly that can call a cpu instruction that works on 256bit numbers. However that probably isn't very cross platform.

    Another option is to use a js library like this:

    https://github.com/MikeMcl/bignumber.js/

    But you still have to deal with numbers in a certain way.

    Besides that you probably just need to use multiple numbers or text to store the number.

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  • Here's an example of it in action:

    https://dl.dropboxusercontent.com/u/542 ... lists.capx

    Basically look at every pair of lists with two loops like I mentioned above. Families can be used to pick both at once or you can just pick each individually like in the capx. In the capx I copy the list over to an array, and then sort the array. Next if the number of items is the same we can compare each item and see if they're equal, and if they are you can mark those lists as no unique.

  • How do you store and use your lists currently?