Antraxis's Forum Posts

  • Hello. I belive the flow in game making apps is perfect, where you go with Action - Reaction all the time, which makes them so easy to develop.

    I write apps in pure Javascript and sometimes get tired with learning every used library and it's philosophy over and over, where different developers prefer different coding styles and philosophies.

    What I'm looking for is some suggestions for helpful event-driven app development frameworks.

    Ideally it would like:

    when(website.loaded && user.loggedIn).then( () => {
      alert('hello', user.name)
      layout.view('dashboard');
    });
    when(website.loaded && user.loggedOut).then( () => {
      alert('hello, please log in');
    });
    when(user.changedSettings).then( (info) => {
      notification.popup('');
    });[/code:217uxj35]
    
    I know this still relates to JS Promises and random js libraries, but it's still achieved through looking for a lot of libs, compiling them with webpacks, not beeing able to test on jsfiddle and so on.
    
    Any suggestions or experiences with any web frameworks at least a little close to how easy is Construct?
    
    My findings so far:
    [ul]
    	[li]https://www.meteor.com - entire environment, not testable on jsfiddle[/li]
    	[li]https://treeline.io - very limited to only few useful plugins[/li]
    	[li]angular / react js - nothing what i would call easy event-based and clean programming[/li]
    	[li]jquery? - yes, the easiest so far! Limited to only simple dom manipulation tasks[/li]
    	[li]https://parse.com/ - very nice backend for easy dev. User still has to write reactive front-end side[/li]
    [/ul]
    ... other suggestions?
  • ( This is a pure conception, inspired by Construct, Node Machines, ES6)

    Like this:

    import buddy from people;
    import narrator from voices;
    import database from machines;
    
    on( buddy.events.onCreated or ship.events.onUnloaded ){
      narrator.actions.say("New buddy has arrived!");
      buddy.actions.blink({time: 2}, function(){
        // on blink finished
        narrator.actions.say("Buddy is waiting orders.");
      });
    }
    
    const masterDb = new database;
    masterDb.actions.connect({
      dbUrl: "...",
      dbUser: "...",
      dbPass: "..."
      dbPass: "...",
    });
    
    on( masterDb.events.onConnected ){
      console.log( masterDb.expressions.listCollections );
    }[/code:ryyyy82s]
    
    Think it would be useful for making projects directly from code?
    Ps. this would also allow to create editor for any JS Code (and possibly other languages).
  • [Solved] I reinstalled GFX Drivers and even though of reinstalling entire system for this. Finally Creating a new Windows Account and logging on it helped. It could be related to some local data stored in previous account.

    Sadly I didn't have exact steps to reproduce it.

  • Problem Description

    When openning add event window - buttons have glitchy rendering.

    I tried to uninstall Construct with Revo uninstaller, problem still exists on every version.

    Steps to Reproduce Bug

    • Works only on My computer, just open up add new event window

    Observed Result

    Exact result shown on attached gif.

    Broken event window

    Operating System and Service Pack

    Win7 64b

    Construct 2 Version ID

    Tried on Construct 2 v182 and v192

  • I have 4 family members

    • object type: sprite, name: asteroid
    • object type: sprite, name: player
    • object type: sprite, name: enemy
    • object type: sprite, name: obstacle

    all of this four have Health Points so i added HP variable to family.

    -------------------

    Now: when enemy shoots to player i want to take 1 hp point from player's hp, but Player object has no HP variable - HP Family has it, so i have to detect collision between bullet and entire HP family. Now enemy bullets destroy everything, obstacles, asteroids, another enemies...

    The question is: how can i detect collision between enemy bullet and player and take 1 point from it's HP family instance variable.

    -------------------

    And second question:

    since Family members can't contain other objects such as HP text object - i have to create Text object in for each loop through entire HP Members family, but I don't want to create text object for obstacles in this family, because it's not important to show how much energy obstacle has left. How can i remove only obstacle object types from this loop.

    Any help will be appreciated

  • I combined Your Solution Wisdoms with variables instead of tween to and lite tween.

    Works the same and event sheet look like this:

    I think this can be a temporary solution

  • [edit] Moved to another topic. My mistake

  • I'm making effect editor in game

  • Tweens are great for smooth animations, but what I need is expression to get sprite effect value, here's the picture:

  • Using a "user interface" layer with parallax 0 sounds like a great solution. Thanks for both options to solve this problem.

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  • Get the current layout Scroll X and Scroll Y - those are always exactly in the center of the project, then position your object At the same position as scroll.x and scroll.y

    If your X and Y position of the object are counted from it's upper left corner, then you will have to add offset to the object position with half of it's width and half of it's height.

    In pseudo code it will be:

    Obj.x = scroll.x - Obj.width/2
    Obj.y = scroll.y - Obj.height/2[/code:14tdufue]
  • I have some sprites in "colorable" family. It's easy to change colour of sprite with HSL effect, but when I need to read current sprite Hue Saturation or Lightness, there's no experssion to Get current instance effect value.

    It would be useful to have

    colorable.effect("HSL",0)[/code:u4dv5cov]
    to get value of 0 parameter in HSL Effect.
  • Is there any "container" which allows to position all elements inside relatively to container?

    I have some form elements (not sprites), which should have static position relative to popup window drawn in game, and the popup window has to be bound to current window scroll.x and scroll.y position, so when the game scrolls somewhere - the popup window goes with it.

    Only way I found is to create any window element, and add Anchor Behaviour to it,

    then for every element inside add Pin Behaviour and set them pinned to popup window.

    Project loses its clarity, when I need to add same pin behaviour for every new Interface element.

  • That's exactly what i was looking for, thanks

  • Hello

    I decided to use platform movement for "enemies" such as jumping frogs.

    Player and Frogs use the same Platform Movement Behaviour, and I simulate enemy movement by using "Simulate Control Left/Right" and "Simulate Jump" actions.

    The problem is, that Game player use keyboard keys for movement... and when any arrow is pressed, also enemies are reacting to the keyboard commands, so both player and enemies are jumping at the same time.

    There is an option to start ignoring controls for enemies on start of a layout, but when it's used, enemies completely stop moving, even with "Simulate Control" action.