Aphrodite's Forum Posts

  • +1 too, it can be annoying for the pin behavior for this exact reason, which is troublesome if you are not just pinning position and angle.

  • Lunatrap I see what you mean, but that is normal: not everyone has the same capacities (I am fairly decent with math, but then I see what rojo is doing, and I am like "... of course, that does make sense.. I think... I guess... I do not know... who wants some cake?"), but it is all about learning how and when to use the tools, and maths is one of them (the calculs themselves are not that important, what they can do is).

    If you can gather some maths books (I do not know your age/situation/etc.) that matches your current maths skills, you could learn some things.

    lerp(a, b, x) is used to get a value from a percentage.

    a is the minimum

    b is the maximum

    x is the percentage (from 0 to 1)

    at x=0, you have the minimum (a), at x=1, you have the maximum (b)

    it is basically the same thing as what people use to scale a lifebar relative to the health.

    clamp is used to keep a value between two boundaries

    exemple, I want my health to be between minimum and maximum when I substract damage

    set health to clamp(health-damage, minimum, maximum) will guarantee that health will not go over maximum, nor under minimum.

  • > I, like many others, hope Ashley will add more functionality to the tilemap object eventually, but he is, unfortunately, only one man :/

    >

    Scirra has one programmer???...

    https://www.scirra.com/people

    short awnser: yes.

  • Far as I'm concerned, the behaviors and all the built in stuff are to blame. Most other engines have you make your own platform engines and such, as well as level editors, data tools, etc. With C2 you don't really learn much of anything...so if you start with C2 you'll likely always be a "noob". Not to say I don't appreciate behaviors and all, but ultimately we'd be better off with more features to make our own exactly how we want..

    well. one (more than one actually) can argue easily that when using C2, you do not really want to learn those aspects first anyway, and it does not prevent from understanding them or even recreate them (it is possible to do a game without using any behaviors nor system maths expressions, not worth the time however, but that is not the point), while most engines Forces you into doing this, while C2 actually makes you learn at your own pace while being organised, and more into a game designer way than a programmer way. Of course nothing will force people to learn, but my point: if someone wants to not stay a noob, he can do so, but if peopel do not want, well, there is no forcing them.

  • that comes with experience, but some sort of rules can get you pretty much out of most troubles.

    -When does the issue happen/under which circumstances? (can help identifying the event or behavior).

    -what is the problem, and what is meant to happen normally? (very important, if you just don't know what you are doing and go sorta like "well, that feels kind of good, we will keep it", change how you work)

    -what could cause the problem? (kind of hard to inspect, but rememeber that in case you cannot identify it, there is an entire community here that may be able to awnser your question, to be fair, if you present your issue in a way similar to a bug report (aka. simplified capx to show the issue, explaining what you want to have, with some screenshots to be precise), I do not see how anyone would have a hard time awnsering you.)

    -clean is love, clean is life: do not get messy with your events, you have to be able to read everything you have done without too much trouble (for very complex or repetitive parts, isolations into functions can help).

    I recommand having a really clear idea of what you want to achieve before implementing it, sometimes I have discussions that go like that:

    "what is the problem?

    My object does not shoot like it should.

    how should it shoot?

    Idk. how you would make it shoot?

    That is not my game, I can make suggestions, but I cannot help you doing what you want if you do not know already"

    mostly planning ahead, good use of the tools (which are described in the fabulous manual), organisation.

    that was the part to help, now the real part.

    It happens to me, and not to me, you have this "why it does not work, did I made something wrong??" feeling sometimes, when that happens and you cannot identify the problem, stop, take a breath, do soemthing else, come back, and analyse later, if you still cannot figure it, try to get some help, but I understand this frustration that can come from a lack of organisation or working too much. Find a good rythm, it might be better to work just 5 hours efficiently than forcing you to work 8 hours with the brain that goes on strike, sometimes even then that does not work, rethinking the design can be of help (not do something else completely, but do the thing you wanted without thinking the same way), those are frustrations that even a programmer can fell, because doing a game is an hard work => it is translating the concepts, ideas, mechanics, into a way the computer can understand, that part cannot be understated, and is coming with every tool out there.

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  • AFAIK it is not possible to do this between frame (like, lets say the 1 second just happen between 2 redraw, you will get the irregularity, that should be lower than the refresh rate), also I would recommand using a timer rather than a wait but that is more so you do not have to remember that wait and is irrelevant (unless the timer is more precise)

    as for the framerate independancy, not only it is important in real time multiplayer, it also prevent having the refresh rate issue (a game running at a V-sync of 60 Hz or 120Hz will run the same, without it, you ahave a frame rate dependent movement that, well, will be twice as fast on a 120 Hz display rather than on the 60Hz one), I'd say if you want perfect accuracy you would have to create a way of placing it exactly where you need it at the last tick.

  • Either the name of the languages IN their language (like

    English

    Français

    Español)

    or flags (understandable easily, and if someone is offended then... that would be trolling I think at this point as the point is to be understood), or both (I remember games doing both, having the flag next to the language name).

  • the Cow King I was more thinking of the fact that being professionnal is something that comes naturally with time and experience, and so it cannot be forced.

  • it is a project file so, it looks at the root of the game (he name itself without extension may be enough, due to how relative url works).

    this may be of help ( the release notes regarding the release when video was introduced).

    also some platform/browsers will not support mp4, when others will IIRC.

    https://www.scirra.com/construct2/releases/r171

    although I am not a big user of this functionnality.

  • well, if it is confirmed, that could be nice, maybe a useable alternative to chrome (i know, there is firefox, but 2 concurents are not enough).

  • "Now you have a smartphone will you start to care about C2 mobile dev? " TheWyrm

    I was always interested in mobile through the browser itself actually, and this phone (when fixed) would be a tolerable device (samsung galaxy s4, much better than my previous device which could not handle anything at the V-sync, even the home screen could lag *sigh*), as I only target the "export once runs everywhere" phylosophy, however I think one of my new years resolution will be to get more tolerant towards all that happens in the wrapper world, I am taking that far too much personnally.

    I might try, however, some of the functionnalities they bring (not ads, but some of the cordova based plugins are actually pretty handy, if I can manage to pull a nice exemple or two of enhanced functionnalities for wrapper based export, while still working inside the browser itself, that could help people out far more than complaining like I do), we shall see how that goes, but I am going off topic here.

  • A new smartphone, which unfortunettelly seems to have the mic broken, thus being more "smart" than "phone", and a Wii U, even though I do not plan on getting into WiiU développement with C2 at the moment. a TV and a desk+chair (you cannot believe how hard it is to do anything productive without a proper desk).

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  • I'll agree with a lot of users here that HTML5 is a massive headache, the cross platform mobility is great, but we don't even really have that for anything more advanced than a simple game.

    to be fair, the only thing we do not have I can think of really is a direct control on ressources.also both tools are different, unity is meant to do full fledged 3D games natively first, whereas C2 is meant to do complex 2D games that can run inside a browser and so, overcome a lot of basic distribution issues (there is no visible risk of a virus for the average user, the security installements will not prevent it to run by default, you have one version that runs everywhere unless you used wrappers, with relatively hi performances for a browser based tech) at a cost of third party relying (mainly browser vendors that can be a big trouble sometimes with thrir custom interpretations of specifications).

    basically, both tools are nice for their respective usages and have issues based on their philosophy, which you should already know if you bought them.

  • Bump,

    I honestly thought a feature like this would already be included??? Why has it been taking so long.

    I am looking forward to it coming out and if it already came an can someone aleert me??

    I haven't been able to find it

    System action: 'recreate initial objects'. Recreate the initially placed objects in the layout for a specific object type or family within a rectangular area. (Note this does not destroy anything, it only creates new instances.)

    Mot sure if this is it?

    the feature this topic is about has arrived in r191, it did not arrived yet in a stable version though.