R0J0hound's Recent Forum Activity

  • kalbun

    If the editor crashes and if the exported game crashes are two different things. And in general bad drivers won't make the exported game crash where it will crash the editor. Web browsers and nw.js will likely have the bad driver blacklisted in some way so webgl will be disabled so a crash can't occur.

  • Well the tool directs me to the amd site. Which in turn prompts me to download their autodetect utility. It sees my card but says no driver can be found. So my laptop's manufacturer is the only place to get a driver.

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  • Does the GraphicsDriverUpdater.exe utility in the C2 install folder help? It at least directs you to the graphics card's manufactures site to find a newer driver, if it exists. Fore example, The latest amd driver I can get that works for my card is 5 years old.

    If it crashes in the editor when opening a webgl capx then the "bug" is your graphics card can't handle shaders or something? I can use most effects in the editor except for a few of the more involved ones, which do crash the editor. But no doubt it's due to graphics card limits in my case.

    There is a project property "preview effects" to turn off the preview in the editor. capx files are just zip files that you can extract to a folder and you can change the setting in the .caproj file.

  • The acceleration when overlapping the wall should only be set if the wall is below the ball, otherwise it should just be down. If the wall's angle is between 90 and 270 the it's facing down. Also setting the velocity of the ball should only be done if the ball's velocity is moving toward the wall (this will provide the jumping).

    Also it could help a bit if you correct the position of the ball so it pushes out of the wall.

    There probably will be issues when the path crosses over itself. One idea could be to only check walls so far ahead and disable them as you pass or something.

    You could probably get a similar effect with the physics behavior, but you'll still have to deal with the issue of the path crossing over itself.

  • Drag and lift are the two things that would make it different than a flying projectile like a rock.

    Drag slows the plane down. It slows down slowly if the plane is pointed in the direction of motion. If the plane is perpendicular to the direction of motion then it will slow down fast.

    Lift is caused when the plane is moving fast and is pointed in the direction of motion. It causes a force perpendicular to the plane.

    You can google the formulas for these or you can fake but know the more accurate you make it the better it will probably look.

  • They're just obj files. I made them in blender and made events to load it.

  • Perfomance depends on the power of the system. Could it be made faster? Not majorly. You mention 3d, but I'd like to point out this is just purely 2d drawing. The 3d stuff is tricks if you will.

  • It's just a different way for C2 to render, which tries to be faster. Read the release notes to see what it is.

    https://www.scirra.com/construct2/releases/r207

    From a user's perspective it's just a way to make your game render faster. If it makes your game slower at rendering with it then you can disable it.

  • I guess it would count as a bug, but I don't really have any solution for it. My guess is drawing to a texture breaks the ftb optimization.

  • To put a " in construct you need to use ""

    "He said ""hello""."

  • You can already pair an array with an object by using containers. You can do more elaborate stuff by using uid's. For example your second example could be done like so:

    on body created

    --- create head

    --- set body.head to head.uid

    --- create arm

    --- set body.arm to arm.uid

    on body destroyed

    --- pick head by uid body.head

    ------ destroy head

    --- pick arm by uid body.arm

    ------ destroy arm

    And you just use the pick by uid condition whenever you want to reference the child objects.

    Edit:

    In another way if you want a parent to have any number of children then you give the children a parent uid in the child instead.

  • You could do it manually if you use the spritefont with fixed width characters.

    Basically you figure out how many characters wide you want. Then per line only grab only as many words with a space in between that fit within that width. After that extra spaces evenly added till you match the width.

    For the text object you'd have to see if html5 can do full justification and then tweak the plugin perhaps?