R0J0hound's Recent Forum Activity

  • The file format the array uses is unique to it. Basically it can only read files saved by the array object. For xml you could use python though.

  • Just to point out that you will end up rewriting the editor and runtime from scratch to reach your goals of a multi-platform gui and using opengl instead of directx. I don't mean to discourage but that's a lot of code on top of needing to make it still reproduce the same behavior so as to not break existing caps.

    Perhaps it would be better to make a simpler project that makes games in a similar way to Construct and can read cap files as one possible input?

  • Hi Kicks and kayin,

    I missed this topic.

    You'll need the full version of the profuis lib to be able to build the ide. Jayjay while I can build the ide I have one issue that I can't solve that makes the builds unusable, namely comboboxes don't work.

    As for the second question the runtime exes have the game data inserted as a resource when CC exports.

  • Off hand you could try the rotate method I used in this topic.

    scirra.com/forum/resize-handles-example_topic54023_post378368.html

    There may be other topics that have ways to rotate knobs that may help.

  • Joannesalfa

    For interacting with solid objects you just need to check to see if a solid object is at it's destination before it moves. Yann made an example of grid movement with walls that should give a good idea how it could be done.

  • I don't know if you can call it faking it as the physics object is just faking it too. All you're doing is the math for it yourself and bypassing all the other calculations the physics behaviors does.

    Damping can be done by multiplying the speed by a number a little less than one. The closer it is to one the less damping occurs.

    Every tick:

    set speed to self.speed*0.99

    Your method of applying a negative acceleration is another method often used and it would look something like this:

    Speed > 0:

    set speed to self.speed - 50*dt

    Speed < 0:

    set speed to self.speed + 50*dt

    For elasticity for one object it can be done something like this:

    On collision:

    set speed to -elasticity * self.speed

    Where elasticity is 1 for a full bounce and 0 is just stop. Of course this will only make it bounce in the opposite direction to what it was moving. Search for "reflecting laser" for a way to bounce correctly against an angled surface.

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  • I'm pretty sure it doesn't end the function, it just sets the return value. I don't have access to C2 atm but you can test it by making a simple function with two return actions. Make the first return 1 and the second 2. Then call the function from an expression. If the action stops the function you'll get 1 otherwise you'll get 2.

  • herniewise

    Check your pm, it's fixed. The gameboy background was corrupted and had to be removed. You'll have to re-add it.

  • herniewise

    That's no good that it got corrupted. If you pm me the cap I can see if I can fix it or at least recover as much of it as possible.

    One thought though... Have you tried opening up the task manager and see if any temp.exe are running? They are the preview executables and from time to time they don't close properly and still take up VRAM.

  • I'm on my cell so i can't open you capx but there's an example for solitaire here:

    http://www.scirra.com/forum/solitaire-game-with-construct-2_topic60938_post374424.html#374424

    It should still work. I forget if I commented it but at least it should help a bit.

  • Well, you could test it with an export and see what happens...

    Just did and it makes a 1x1024 file.

  • You can calculate the total velocity of an object with the physics behavior with:

    sqrt(sprite.physics.VelocityX^2+sprite.physics.VelocityY^2)

    Then compare that with your 'velocity threshold' with a 'on collison' trigger.