bhavanvaishnav's Forum Posts

  • Note that this sort of stems from the limitation where an instance of an object is required on a layout before you create it dynamically. I notice that a message says this will be fixed in future revisions.

    I think if that's fixed, its going to make this whole N levels design much less complicated. (and super clean)

  • Well,

    This one is strange, because it is the "correct intended behavior", but I seem to think otherwise.

    Okay. So here is what:

    • Lets say I have two layouts, and one object created in layout1 and set as "global"
    • The second layout (layout2) also has an instance of this object. But game play requires this instance to be destroyed.

    Now if I loop back (using "system:go to layout") on layout2, I would expect the object to not exist (since it was set to global, and was destroyed by gameplay), so this is okay, and expected.

    But what if i use "system:reset global variables" along with "system:go to layout", I would expect even global instances of objects to be reset, basically resetting the complete layout with the initial object instances, and positions. But of course, I believe reset global variables, only works on variables.

    We should probably have a "reset layout objects" action. I know this could be tricky, and have side effects, because you don't want this to work on certain objects. Probably this behavior should be an added "reset layout" rather than "reset objects" action. But I hope I make my point clear? Tricky one this. But. Would really help.

    Consider a game like angry birds, with lots of layouts, (levels), you do not want to instance your usual gameplay elements (such as effects, birds, and what not) on every layout. You would create a template layout, push all common stuff in there, make it global, and simply use instances of these if flexibility is required. And then when you restart your layout, you want the initial instances to be recreated. Hope the example makes my question clear. :)

  • <img src="smileys/smiley1.gif" border="0" align="middle" />

    Just wanted to say this looks great and hope you are making progress.

    <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Confirming this works! :)

    This is pretty cool.. I did not know that pick n'th instance could work on the filtered objects. Hmm, so its always about not reading the reference docs. :D Apologies. And thank you for your patience. :)

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  • Btw, the "How do I" list is very exhaustive. Bookmarked.

  • Thanks kyatric, for the really quick response.

    I have been reading the good practices stuff, apologies for not being clear, but by power I only meant exposing some inner layers of the engine. I think architecture (and performance) wise, C2 is very impressive. :)

    Its awesome to hear there is going to be a lot more functionality added into "Families". I think the concept of families opens up millions of possibilities, and its good to hear these things are going to come through soon. :)

    About object picking, from your links what I understand is these are picking by UID? But what if I had something like:

    http://dl.dropbox.com/u/24356445/C2/sameinstance.jpg

    This is going to pick two totally unrelated pens (not the ones that collided). What you really want is to treat the 0, and 1 as indexes into the SOL. Cant think of a way we can get/set information from instances of interest within a filtered SOL. Any pointers on this would be highly appreciated! :)

    But hey I did not know you could pick stuff that way! These things are cool, and this is what I meant by power, let me see if I can find a few docs explaining these tricks.

    And yes, I will definitely be looking at the SDK soon. I am sure there is going to be a lot of untapped potential in making custom plugins and will be posting any useful ones for sure.

    Thanks again for taking the time to answer / post links pointing me to the correct direction, they are very helpful!

  • Hi All,

    I have been using C2 for almost around 3 days now.

    I have gathered a few thoughts over this time, thought it would probably help make c2 better. Apologies if I mention something that is fixed / featured but I simply have been unable to find it.

    The positives:

    The best part about C2 is the pace at which you can kick start your game. I had a basic prototype running within half a day. I have a programming background so it simply was a very natural way to work. The architecture is solid, the event system is fantastic, it is very similar to a custom engine I had worked with in a RTS game (and they are very complicated! so this speaks volumes of C2's architecture). The forums are very active as well so any issues I faced were quickly overcome by a little browsing here and there. Thanks to everyone! Plugins are a great help! I could generally find many solutions in plugins, maybe they are few in number at the moment, but that's fine considering its early.

    The interface is great, the comments, the scopes, the indentation on nests, etc, make your project clean \ readable, and full marks for this.

    Things that can be improved:

    Power. C2 gives you the most basic things you need, but lacks when you want to do some really polished stuff. I understand it is hard to find the balance between power and generality. But I felt the lack of power as I had and am currently having some trouble with a few things. One is improving the accuracy of my physics (I require an approximate point of collision, finding mid point between objects is not accurate enough). So I thought I could find mid point between closest image points of both objects, but then they are instances of the same object type! and the only way I could get around filtering based on instances is comparing between families. Now when I try to do that, I lose the additional data I require from my original data type, for e.g playing a fx based on velocity (which I cannot retrieve from just families). I do not wish to have different object types because this would lead to a lot of loss in flexibility and generally is very poor design.

    Phew. But yeah, the customization provided by plugins (which btw is the feature that makes C2 exponentially that much more attractive) help people overcome these shortcomings, but it just takes a little bit more time. I guess if we can expose some of the core stuff within the engine, we would able to overcome these, but of course I do not know how far this is possible, but anyway.

    On a final note, I really enjoyed the short period I have worked on C2, and really hope this keeps expanding, and we can make some awesome games. :D

  • Apologies, this is in construct classic.

    Anything similar in Construct 2 for achieving this?

  • Hi all,

    Can someone point me to where the system 'object collides with point' condition is? I somehow fail to find it. Or has it been removed?

    Thank you!

  • Yes yes,

    I know..

    I am really sorry about not posting the project file.

    Ok.. So. Forgive me for not following protocol for I am new.

    Next time will be posting the project file.

    Anyway..

    So I first ran into this..

    http://www.scirra.com/forum/read-first-how-to-report-bugs_topic43329.html

    And realized this must have occurred before..

    So found this:

    http://www.scirra.com/forum/adding-array-with-no-properties-in-r76_topic48444.html

    And this is exactly whats wrong.

    The new object has to be inserted with a layout selected.

    I believe no "instance" is created otherwise..

    Umm. How can I attach a project file to this post? only URLs?

    Maybe it can be helpful to reproduce this..

    Thanks!

  • Hi All,

    First of all hello, my name is Bhavan, I have just purchased Construct 2 and starting to play around with some of its features (plugins etc.)

    Congratulations to you all for having an excellent forum. I have been finding it very helpful in the short period I have been using C2.

    However!

    There is some strange behavior I began to notice. I tried using the Array (array plugin) and something really simple, (such as adding a value, and retrieving it) seems to simply not work. (always retrieves 0, which I have read is the value when you go out of bounds)

    So, I arrived here, thinking must be a bug in the plugin, and this plugin provides similar behavior (i required a 1D array). So I downloaded data structures, made the cr.plugins_ change as posted in one of the replies here (runtime.js) to avoid an assert, and guess what, some simple push, pop still retrieves 0. (On a side note, one of the other plugins I installed too, "function" does not work, but here I think my usage is incorrect, so not sure of this yet.)

    So I downloaded the example you have posted above, and opened it up in C2, and hey, the stuff works. I replicated the simple push, at() behavior I had in my project in the example project, and this too worked!

    So I cannot see what I am missing, I am not aware of what difference a .capx and .caproj makes (mine is .caproj, the example is a .capx). Maybe I made a mistake while installing the plugin?

    Any hints will be appreciated, I will upload my .caproj if required. But I think this may be trivial.