R0J0hound's Recent Forum Activity

  • Thank you sir. Still 4 more hours to go till 2015 here. So the last of 2014 for me.

  • Kyatric

    It's ready to go. It's pretty much complete with everything in working order. At this point Changes will mainly be bug fixes, and currently there are no bugs that I know of.

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  • Kyatric

    Good sir,

    Would it be possible to add this "Chipmunk physics" behavior to the list?

    Thanks

  • Happy new year!

    Edit: in other news I seem to have just turned 0 years old.

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  • It only does it for me in the editor. When I preview it looks nice and crisp. Could be a driver issue or just some differences in the way the editor draws and how the browser draws.

    Sorry I can't help with the second issue. My graphics card can't handle that shader.

  • Updated #9:

    Removed beta from name since it's pretty much feature complete.

    Edit:

    Arima linkman2004 or Kyatric

    Could this topic be moved to completed addons?

    Also a collision layers test:

  • Are you sure your posts weren't just moved here?

  • Here's a test that plays a sound when object's collide. The volume varies by how much Kinetic energy is in the hit. You can fiddle with the equation that maps to volume to adjust it. In a similar way I added puffs of dust that spawn at the contacts.

  • It works on any length lines. It just relies on the lines being created in order. Also don't have any other lines off screen. I think I swapped some variable names so it's confusing. You can eliminate the need for variables if you add a imagepoint to the right-center of the line object and do this:

    For each Sprite
    For each line
        | compare: line.y>sprite.y != line.ImagePointY(1)>sprite.y
        | sprite: x < (line.ImagePointX(1)-line.x) * (sprite.y-line.y) / (line.ImagePointY(1)-line.y) + line.x
        -----
            + Sprite: set animation frame to 1-Sprite.AnimationFrame[/code:30x5v5gm]
  • Somebody

    Well you can capture to a lower resolution image with this:

    You could change the scroll and zoom so what you want to capture covers the screen, and then you can capture a lower res image.

    Or it can be modified to capture an area of a certain size.

    Edit: It wasn't always working with webgl on. The trick is you need the canvas to redraw for it to work. So to get it to redraw you need something moving, and at least one object spinning would do that trick.