R0J0hound's Recent Forum Activity

  • delgado

    The only thing that stands out would be event 11. Change the "repeat 5" condition to the dimension of your letter grid. Ex. 6x6 use "repeat 6", 10x10 use "repeat 10".

  • Events are faster than python. Mainly because of the interpreter warmup and overhead to call actions and expressions from python. The difference only matters if it's done every frame. One time stuff like this is fine and you get the benefit of easy code reuse for other caps.

    Here's a reason why your code isn't working.

    Create and spawn actions take a string for the object name. So instead of:

    Cell1.SpawnObject(WallUp, 6, 0)

    use

    Cell1.SpawnObject('WallUp', 6, 0)

  • You can access the last created instance with:

    SOL.txt_option[0]

    But this won't help if you create multiple instances at once.

    You could make a function like this to return a reference to a newly created object, then you could store the references in a list or something.

    def my_create(name, layer, x, y):
        System.Create(name,layer,x,y)
        return eval("SOL."+name+"[0]")
  • ghost

    This plugin is faster when using webgl. With canvas2d it's the same speed as the canvas plugin.

  • Paster 0.5

    Here's a new plugin that is like the canvas plugin in that you can draw (or paste) other objects onto it's texture. It's simpler though and doesn't have any additional drawing features. The big difference is this plugin cleanly uses webgl and allows pasting objects with effects.

    Actions:

    • Paste object
    • Set resolution
    • clear with color
    • Draw Quad

    Key features:

    • Works fast with canvas2d and webgl, without the slowdown the canvas plugin had.
    • Paste objects with webgl effects applied.

    As a side note it's labeled as alpha since the effect rendering isn't complete yet so there are cases where effects aren't drawn right. Also the eventual plan is to merge the webgl fixes back to the canvas plugin, but I'll need to come up with ways to replicate all it's features in just webgl.

    Download:

    https://app.box.com/s/rqwa6kjgttz777wyl7fxvmrv5tiozsj8

  • I made some progress with using webgl in plugins today. For instance here is a progressive blur.

    <img src="https://dl.dropboxusercontent.com/u/5426011/export/blur/images/screen.jpg" border="0">

    https://dl.dropboxusercontent.com/u/5426011/export/blur/index.html

    It's a start but it's not usable yet.

  • SirSpunky

    It is most likely the webgl issue. If the performance is high then canvas2d isn't being used. If performance is low then webgl is being used. Different browsers have decide differently whether or not to use webgl or canvas2d depending on your graphics card. Node-webkit tries to force webgl to be enabled which may differ from what chrome usually does.

    In other news... A NEW RELEASE. Download on first post.

    [change] New icon thanks to paradox.

    [fix] Invalid colors would break "gradient fill" and "flood fill".

    • The default behavior when using a invalid color is black is used.

    [add] Added expressions to get individual components from colors: red,blue,green, alpha.

    [fix] A typo fix and a few other fixes that I don't recall.

  • clrammer

    It is something that would have to be fixed on the plugin side.

    tulamide

    That's not picky at all. I fully agree its ideal to have consistency. I'll shoot for the default behavior for an invalid color to use black instead as this is what html5 does. Gradient and fill should handle colors the same way. I'll have to see why gradient causes an error. Flood fill is a bit different as internally it uses numbers instead of a string. I should be able to fix that. Also thanks for pointing out the typo with horizontal.

    I'll try to get an update out sometime this week. Keep up with the bug reports and feature requests.

    newt

    Actually the HTML colors only take integers for rgb colors even though alpha is a float. Right now the colors are passed as is. I'd prefer not to have to do analysis on the string if I can before passing it.

  • Right now the way it's done is to load it into a sprite and then pasting it back into the canvas.

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  • cantek

    That would be a very useful feature to have. Right now I end up analyzing by visually walking over my events and imagining the results of each one. Its not ideal and I often have to do some tests in a separate capx to see what a particular condition or actions does before I can analyze it in my events. It would be much easier to see what's going on if the debugger allowed you to step through events and see what's picked at each step. It would be and invaluable tool IMO especially for beginners as it would show you exactly what's happening.

    It's the main feature that's lacking from the debugger that would make it like a debugger for standard programming languages.

  • tulamide

    That memory leak comes from the texture not being freed when the canvas is destroyed. It only occurs on xp with webgl on and I can't fix it... but I'm not sure why.

    In other news I had a go at making a proper webgl fix and ran into too many issues to get it to work. C2's runtime isn't designed for it and I lack the technical knowledge, ability and time to get something working. So for the foreseeable future my recommendation is to use the plugin with webgl off for the best speed.

    Alpro

    I suppose it's doable but it doesn't really fit in with the canvas' purpose. Pasting a canvas with the spritesheet to a smaller one is a cleaner solution imo.

    Paradox

    I'm not offended at all. That's one nice looking icon. I'll include it in my next update. Thanks.

  • A way to do it would be to convert the bezier curve to a polyline. The more points you use the better the approximation of the curve you will get.