R0J0hound's Recent Forum Activity

  • I don't follow the size issue. It works the same for me if the player is any size.

    The second one always handles the player as a circle, size is irrelevant but you do need to change the radius value i think.

    I have no comparison on which is slower. They do slightly different things.

  • Badmiracle

    Usually if both objects have the behavior, the knock back is automatic. Or if you want it to be more severe you could apply an impulse on post collide. If one object doesn't have the behavior you can still apply an impulse.

  • My isometric behavior is only useful if you're using 2:1 isometric and want to sort blocks of any dimension in any location. They also have to be oriented the same. In sort it uses an algorithm that addresses cases that aren't easily sortable. While it also provides some helpers for the collisions and motion those can be done in many other ways.

    If you're doing everything on a ground plane or on a grid then the behavior is overkill and newt's suggestion is better suited.

  • To do that you have to manually handle collisions and how the sprite responds. In other words you can't use the solid behavior.

    You can look here for a way to do wall sliding:

  • If the layer is invisible it won't affect rendering performance at all.

  • The xml plugin only reads xml, it doesn't write.

    To write you'll need to either make your own writer or try to utilize some javascript library to do it.

    You can look here for the xml file format:

    https://en.wikipedia.org/wiki/XML

    So basically the best way to append data to an xml file is to load it with ajax or with nwjs, store it in a variable, then just add text to the end.

    As an example, if you have a file called "animal.xml" added to your project you can load it, append data to it, and finally download it with this:

    start of layout

    --- ajax: request animal.xml

    global text xml=""

    ajax: on loaded

    --- set xml to ajax.lastdata

    --- add "<fish>tuna</fish>" to xml

    --- browser: invoke download of xml

  • Each instance has it's own texture, whereas sprites share the same texture. It just depends on what you want to do.

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  • Not really, the purpose of the paster object is to have something you can draw to. I guess you could use paster instances instead of sprites.

  • The animation frames of a sprite are shared between all the instances, so if you replace one they all change. You could just use paster instances instead of sprites i guess.

  • It works but when you load a frame it replaces the frame that is shared between sprites so they all change.

  • There's more to it than that. When you create physics objects you need to let them settle a frame before adding joints to them.

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

    The example first saves the offsets of the limbs from the body. Next it has a function to create the ragdoll at any location. The "wait 0" and "new" boolean are used as picking tricks to pick the container objects from a family. The "wait 0.1" is used to wait a few frames before adding joints.

  • Look at the paster object, it can probably do what you want, or you can see how it does it.

    It's roughly based on how C2's runtime uses effects, because unfortunately I couldn't find a way to use it directly.