mOOnpunk's Forum Posts

  • I'd settle for a physics implementation then.

    You know justifun made a cool box3d behaviour?

    construct.net/en/forum/construct-3/your-construct-creations-9/box3d-physics-engine-ported-188647

  • You could use the breadcrumb method.

    When A moves it drops an invisible object every x distance from the last, these act as way points.

    When B sees a waypoint it moves to it, then it moves to the next waypoint closet waypoint with a higher value, unless it has direct line of sight to A.

    Waypoints disappear after x seconds so its possible to get away.

  • This is an extensive and feature packed plugin that allows you to easily make narrative story games like Reigns, card battle games like Slay the Spire, or text adventure or choose you adventure games.

    Check out the 3 example files, though not extensive, demonstrate the basics.

    construct.net/en/make-games/addons/1660/dynamic-narrative

    Tagged:

  • Wow, amazing work. Thanks.

  • The polygon object supports shapes with dashed borders.

  • New Update.

    Shapes now support dashed lines.

  • You should put the foreach condition at the bottom of the event block. At the moment construct will pick all blocks then evaluate them, rather than only looping over blocks whos conditions return true.

    You way will still work correctly, but if you have lots of blocks it wont be as efficient.

  • Thanks.

    Internally, the plugin flattens all shapes into an array of paths (Segments).

    Segment 0: The main outer polygon boundary.

    Segment 1: The first hole (or first fractured shard).

    Segment 2: The second hole (or second fractured shard).

    Polygon.PointWorldX("0_5") gets the 6th point of the main outer boundary.

    Polygon.PointWorldX("1_0") gets the 1st point of the first hole/fragment.

    Polygon.PointWorldX("2_4") gets the 5th point of the second hole/fragment.

    Using a loop,

    Polygon.PointWorldX( str(SegmentLoopIndex) & "_" & str(PointLoopIndex) )

    If you want to spawn objects along the paths of the holes, you can nest two loops,

    + (Event Trigger)

    + System: Repeat Polygon.PathCount times (Loops through the main shape and all holes)

    + System: Local Number 'seg' = LoopIndex

    + System: Repeat Polygon.SegmentPointCount(seg) times (Loops through the points of this specific hole)

    + System: Local Number 'pt' = LoopIndex

    -> System: Create Object Dot at X: Polygon.PointWorldX(str(seg) & "_" & str(pt)), Y: Polygon.PointWorldY(str(seg) & "_" & str(pt))

    If a polygon was created based on the image points of a sprite, it will adopt those image point names.

    If you create a polygon and name the point "bob", you can access that point by that specific name.

    Points can be retrieved both by their unique name or the default "SegmentIndex_PointIndex".

  • New Update.

    R0J0hound i added an action which sets up the collision cage automatically from a specified sprite. The cut method also works for internal path collisions (see the small balls in the apple shape).

  • New update.

    Polygon textures now have full animation support.

  • New update.

    1. Fixed a bug with setting texture animation and frame.

    2. Added action to set shape based on image points.

    3. Added Voronoi shatter action, to shatter a polygon like glass.

  • Can you describe what you are wanting to do, as i'm not sure what you mean exactly.

    Do you mean like paste a sprite into the polygon shape?

  • New update.

    1. Added a Scale shape action under the maths category. It scales the shape while points can still be edited as normal.

    2. Found a bug with smoothing where the first point was not being smoothed. Added a new parameter for if the shape is closed, or open like a line, so it smooths correctly.

    3. Most actions and expressions now except both string and numbers.

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  • New update available. Segments were not being rendered when a shape was cut. It turns out there were bigger issues with point handling effecting other areas of the plugin.

    Sorry if you tried the plugin and it was not working correctly. Should be good now.

  • Wow great example R0J0hound

    Thanks for the feedback.

    I will look at adding shape scaling, and having PointWorld accept numbers as well.

    Boolean operations like cut and merge are done by the clipper.js lib, so i will have to see if it can cut shapes into one, or look at other options.

    EDIT - Actually you can already do the square with the triangle shape donut by doing 2 cuts, first the triangle, then a 1 px line through the side. This will then rebuild it as 1 concave shape.