bscarl88's Forum Posts

  • Just loading a capx into C3 would tell you how much work you have for a conversion.

    I would not use the current beta. I doesn't seem to work well with C2 files.

    One file wouldn't even try to load, while one did, and crashed with warnings from render cells.

    am I able to do this without purchasing it?

  • As someone who recently migrated a big project over to C3, it all depends on addons you used. In my case it took several days. Some popular addons have been ported for C3 (LiteTween, MoveTo, Pin+ etc.) For others you may need to find an alternative, for example Canvas/Paster can be replaced with the official DrawingCanvas, but of course you'll need to rewrite some events.

    Rewriting events is what I'm afraid of. I have 2750 events so far in my project, it could be a nightmare to debug any errors. I guess, if I always have access to a working C2, I'll have the ability to use everything currently in it, which is all I need. I'd probably get C3 for newer projects.

  • As the title says, haven't touched my project since 2017, after putting almost 1,000 hours into it. I'm ready to jump back in but have a few questions I was hoping people could advise me on! My game is a 2D platformer RPG, for PC and probably consoles (if it can export for such). Definitely don't plan on releasing on on mobile phones.

    Thought about upgrading to C3, but obviously hesitant switching platforms after building so much out in C2. My game uses plugins, and some aspects it relies pretty heavily on them.

    -What is the general consensus of people upgrading to C3 mid game development?

    -C2 seems pretty well supported still, is that right?

    -Any big things I should be aware about that has massively changed in the past 3 years in C2? I know this wasn't a good one, but OCD makes me ask qustions in 3s lol. Just asking for anything else I could be missing.

    Thanks!

    youtube.com/watch

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  • Great Job! I'm very interested in what you used to generate the level. Any info on how you accomplished that?

  • I wonder if that's what they used here for this tripped out game:

  • Wondering if there's anything that can generate a map using premade rooms like in Rogue Legacy. I can't find anything, but that's what I'm looking for!

  • It's a catch-22. In order to call On destroyed, it still needs the object to call it on, so it hasn't actually been fully destroyed yet. Put a Wait 0 ahead of the Set text, and it should work.

    I tried that before as well. When I put wait 0 seconds, it updates to show the count as 0 enemies

  • I know this sounds simple, but for some odd reason, my sprite fonts wont display the correct enemy count on screen...

    Im doing a simple on Enemy create or enemy destroy, display the enemy.count in text. It doesn't register if I destroy the first enemy, so when theres 1 left, it says there's 2 left. What's even more odd is if I have it update text 1 second after the creation of destruction of an enemy object, it refreshes to say there's 0 enemies left This is happening for any objects I try to display their count on.

    The family is "enemy" so there are multiple objects that are a part of it, but it should still display properly.

  • I don't think that would do it, because I don't want it to look like the player is teleporting, just as if they are still moving along the seamless world. Also, this would misplace the enemies. If I have to teleport the player, the enemies would lose sight of the player's ship when he's crossing the imaginary teleport line

  • I want my worldmap to be a flat top-down view, but I want them to be able to "Around" it as if it was a circular earth. I have it now so that when the player gets to the max layout spot, it teleports them back to the opposite end of the layout, but I want to make it so it's seemless and the camera doesn't stop scrolling then reconnect with the player.

    It would be easier to do since I know how to infinitely scroll TiledBackgrounds, but I will also have enemies chasing the player, and static points on the map for the player to navigate to. The static points make it so the ideas I have won't work. Any ideas?!

  • IS there any way to disable it on the platform behavior? I use it on the Enemy family for knockback, and I think that's whats causing it to stay solid. Disabling it doesn't seem to help

  • I'm trying to make an enemy of mine go simply left/right towards the player, but bullet/8 directional movement both make it so they can't pass through solids. Also, since my enemy is part of the Enemy family (which has all the enemy variables like states, health, and knockback) their knockback behavior uses the platform behavior which interacts with solids. I tried using simply "Move Forward" which isn't tied to any behaviors, but for some reason it wouldnt work when I disabled the knockback/platform behavior. Is there any way to ignore solids using these behaviors?

  • for building the rooms, I still don't have a way of doing this properly, because even if I gave each tilemap a "Name" family variable, I can't say Create Object that has name of "ApartmentA". I guess that's still where I'm stuck is trying to find a way to create specific objects in a family, because I can't choose a specific family object based off of a variable.

    as for the lamp or box idea, that's how it's setup currently, each chair has a different animation depending on the style, same for couches, desks etc.

  • Gearworkdragon - thanks! I'll study up and see if I can translate it to platformer/buildings. It's still not necessarily set as though It's taking pre-existing rooms I've created (like pre-fabs), which is what im ultimately going for. I'd like to have structure to my room based off of how I created them, but then just replace the tilemap to give it a different image, and keep spawn points coordinates for items/enemies.

    Is there a way I can choose a specific object to spawn from a family? Like if I gave each pre-defined tilemap build a variable like "Apartment1A", and all the pieces that go with it have the matching variable. Can I then choose to spawn TileMaps with Variable = "Apartment1A"? I dont think you can spawn items from other layouts, so they would all have to be available on the layout I'm working on I think right?

  • I'm looking for a little guidance on how to best go about this. What I want to do is to make a building generator, that builds each floor with random decorations (based off of hotspots I designate) and all, and stacks them on top of each other to make either a sky scraper or other types of buildings.

    I currently have front and back tilemaps for each building, because as you enter one, the front tiles fade away. This GIF shows an example of what I'm doing: http://giphy.com/gifs/3oEjI6PIzJYyDettRu

    The best way to do this would be the use of something like "Prefabs", just make a bunch and stack them that way. C2 doesn't have anything like that though. All my tilemaps are going to be designed the same way, so they can even be interchangeable, and the windows will be in the same place:

    Is there a way to catalogue each setup so I can just build a bunch in a separate window and "Stack" them? Only thing I can think of is to make a ton of functions, one for each floor type and position each object and hotspot by eyeing it out.