R0J0hound's Recent Forum Activity

  • Itenimum1

    It probably should say magnitude instead of distance. When using a polar force it's just how strong the force is. It does not equate to the number of pixels moved.

  • I don't think anything can be done about it currently. An extreme solution would be to have only on layout and impliment your own loading. Then you could make it load over multiple frames instead in one frame. Still I think the main thing that affects the loading time is loading the graphics of that layout into VRAM.

  • keepee

    It's a bug. I never implemented pasting multiple effect objects correctly. Basically the plugin needs to be updated to draw exactly like c2's runtime does, but I haven't gotten to it yet.

  • If it's not working in the browser then it's not using webgl. Your card is blacklisted or something.

  • Yeah, I forgot to test it.

    I meant to use:

    (loopindex+1)/(startsprite.chainAmount + 1)

    The idea was to only have links between and not on the ends.

    You can make it just like yours if you do:

    loopindex/startsprite.chainAmount

  • Sprite: x < player.x

    --- Sprite: simulate platform pressing right

    Sprite: x > player.x

    --- Sprite: simulate platform pressing left

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  • The simplest way is to place the paster object where you want the water to be, then make an event like this:

    every tick

    --- paster: clear to rgba(0,0,0,0)

    --- paster: set height to -self.height

    --- paster: paste smileSprite

    --- paster: set height to -self.height

    and that's it. If you have multiple objects you want to reflect put more paste actions in there.

    A slightly more deluxe method that reflects an entire layer would be this:

  • Toon doesn't create outlines of objects.

    Here's a non-webgl way to do outlines with the paster object.

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

  • That line just makes a faction for each chain. So if there are three links then the fractions would be:

    A-------------B
        ^    ^    ^
       1/3  2/3  3/3[/code:33u2zxe7]
    Then that fraction is used later with the lerp to position the links.
    
    I'd just do this instead to do the chains.  In a way it's more straightforward.
    [code:33u2zxe7]every tick
    --- destroy chain
    
    for each startSprite
    endsprite: id = startsprite.id
    repeat startsprite.chainAmount times
    --- create chain at (0,0)
    --- chain: set x to lerp(startsprite.x, endsprite.x, loopindex/(startsprite.chainAmount+1))
    --- chain: set y to lerp(startsprite.y, endsprite.y, loopindex/(startsprite.chainAmount+1))
    --- chain: set angle to angle(startsprite.x, startsprite.y, endsprite.x, endsprite.y)[/code:33u2zxe7]
  • To make it one object you can either use a tilemap or use a paster/canvas object.

    You can draw the terrain to the canvas or paster object, so you'd have only one object. It doesn't do anything for collisions though.

    With a tilemap you just set the tiles with events and you get collisions no problem.

    As far as wrapping you'll not want a single object.

    With just sprites as you have you could do this:

    sprite: x < viewportLeft

    --- sprite: set x to self.x + layoutWidth

    You could also reduce the number of objects to one's on screen and just update them from the array as the player moves.

  • Why not just create your graphics with outlines?

    Another option would be to use the paster object to only create outlines for the stuff on screen. Basically paste all the objects you want to have an outline to it. Make it all black by pasting a all black object to it with a blend mode. Then finally pasting it to a second object in all 8 directions.

    The shader would likely be the fastest. I don't use webgl anymore so I haven't touched the effect in a while.

  • Look at the canvas or paster plugins. A search will also give some examples of doing this.