R0J0hound's Recent Forum Activity

  • I read the original post a bit wrong, but like blackhornet's example you can do it with blend modes.

    Here's another example to make only part of a sprite transparent:

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

  • I usually handle collisions with other instances of the same object by creating a family with just that object in it and call it "other". Then use events like this:

    For each sprite

    sprite is overlapping other

    for each other

    system compare: other.uid !=sprite.uid

    --- handle collision

  • You can't access dll files from javascript typically. You'd have to make a browser plugin I suppose.

    But if you're wanting to run your c2 projects in your custom engine, it's not a trivial thing to do. Basically you'd be stacking another engine on top of yours which would defeat the purpose. You could pull the level layouts and animations from the xml of the capx files and convert it to something your engine can use, but all the logic would have to be re-written from scratch.

  • SpookySkeleton

    Give the tail pieces a private variable called "index".

    Then every time you create a tail piece set their index to -1. Finally to do the ordering use a "for each ordered" loop:

    For each tail ordered by tail.value('index') ascending

    --- tail: set index to loopindex

    That will make the tail piece right behind the player always be 1 counting up to the oldest one. This loop also cleanly handles destroying pieces, so they will be recalculated correctly.

  • In general a behavior is run every tick if it can move the object.

  • "centerx" and "centery" can be replaced with any x and y you want to use as a center.

  • Amusing game! The first thing I did was leap out of the tree... and splatted on the ground. Awesome.

  • Yeah it's based on what was added first. The first three points for the first curve, next three for the second and so on.

    Here's it tweaked to use instance variables for the p sprites instead of using the iid. "group" is used to specify the bezier number, 0 for the first, 1 for the second, and so on. To use more than two you need to change the "repeat 2" condition in events. The other instance variable is "handle" which specifies what control handle the point is.

    dropbox.com/s/l70glhg4ty742vk/bezier_slope2.capx

  • This topic has a few ideas:

  • Yeah, a backup would be your best bet. If none is available post a link to the .cap and I can see what I can recover as an error like that usually means the cap is corrupted. If you're lucky it may be only that image but if everything is corrupted after that then I'll only be able to recover any image that came before that.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • bangoo

    What does the error say? I don't have IE 11.

  • It would be hard to manually position the blocks. It's a bit better if you use qarp() to do a bezier to position them, but it's still a polyline instead of a curve. You could increase the number of blocks to make it smoother so the ball wouldn't jump.

    dropbox.com/s/fusvas0j62nf3e2/bezier_slope.capx

    I suppose you could change the collision polygon to be curved but it would be very hard to get it perfect.

    A better solution would require rolling your own collision detection and collision response with events so you can use beziers for collisions.