CairoCreativeStudios's Forum Posts

  • brunopalermo, the manual says exactly this, simple logic dictates that in a list: 1,2,3,4,5; the numbers in between 1 and 5 are: 2,3,4. This is always the case. If one is going into programming anything, even in C2, they should learn this kind of thing first. If you wanted to test if a number was between two others in programming, using this example, it'd look like this:

    var num;

    var lowbound;

    var highbound;

    if(num>lowbound&&num<highbound){

    return true;

    }

    This will always be the case. If you were sitting next to a friend, sat a cup in between you two, and someone asked what was BETWEEN the two of you, would your answer include you and your friend? Of course not. Your answer would only be the cup. It's not very complicated.

  • totoe, I just need this http://apoorvaj.io/exploring-bump-mapping-with-webgl.html in a form usable in C2. I took the fragment shader and repurposed in C2, but have ran into a problem that in Chrome and Edge states is that there is "no precision specified for float", but when I specify the precision is simply states that type is a syntax error. I really don't understand what's going on.

    If you know a thing or two about these things can you help me here? The page I linked has the fragment shader, all I did was replace the tex_diffuse and tex_depth variables with SamplerBack and SamplerFront respectively.

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  • totoe, thanks a lot for sharing this, though sadly the displacement doesn't work the way I was hoping. I had hoped that someone had made an effect similar to parallax displacement, but it doesn't appear as if it's been done at all yet, which makes me think I'm gonna have to shell out some cash to make it happen.

  • Can we get a fixed link for this? I could very much use this.

  • deakcor, I can't seem to find any issues with the exported render. How are your scaling settings set up? If the viewport ever changes aspect ratio, you have to change the X and Y parameters to accommodate it,

  • That sounds great ! Could we have a capx ?

    Yeah dawg, it's open source, just keep up on the Arcade page: https://www.scirra.com/arcade/fighting-games/byte-sized-heroes-prealpha-12754

    I'll be uploading the most recent CAPX soon, I've been working loads of overtime so haven't got around to getting everything done.

  • Meh, this was a rookie question. I use one layout for every level in my game. I think I asked this question because I wanted split-screen players to be in different levels at once, allowing them to team up or play independently at will.

    To achieve this, I created a system that loads two levels into the layout, splitting the layout halfway, so one half is for one player and the other half is for the other player. The levels load into those areas. It works well, besides, I'm also making a full editor so that iterating on the game will take an incredibly short amount of time, at least from a development standpoint.

    I didn't want to do this originally, because two years ago I wasn't actually able to. So, I guess it all comes down to: If you want a feature that isn't really natively possible (at least not easily) in Construct 2, build your own engine inside of Construct 2. The editor I'm making has a cutscene/dialogue editor with branching paths, as well as a tilemap/terrain sculpting/plotting interface, and visual scripting. I'm using Construct 2 to "build the bones", so to speak, but when it's complete, it will likely feel more like an independent engine.

    Also, if you're wondering about performance, it's not an issue. I've created a lot of different methods to optimize processing and memory use that I will likely make tutorials over when my game is complete. As well as tuts for everything else.

  • I just want to apologize to all that have posted to this thread. I currently can not work on such projects anymore, due to time constraints. I now work every day of the work full time, so I barely have time to even finish my main project right now. I'll re-post on here later when the time comes that I can work on such things.

  • No need to pay me! Though, my only requirement is the ability to share it with under CC-BY 3.0 license. Anyways, I'll make quite a few variations and such, and bundle them together. Your game seems like it'd be pretty cool, btw!

    P.S. I could make a multiplayer service for your game that uses the original Multiplayer plugin, and resolves host disconnecting almost instantly.

    BSH saves game status in an array, and automatically sends that data to the peer with the lowest ping. When a host leaves, a new room is created by that peer and all the players connect to them. Because the game prioritizes lower pings to host, sending that array as JSON throughout doesn't slow the game down, and the game will almost always perform well online.

  • I often like adding an OID (Owner ID) instance variable to objects created by another object, so they're always a part of each other. I suggest doing that if you use objects like archetypes. For instance, in Byte Sized Heroes, I have two Objects for every character, two for every bullet, two for every vehicle, etc. I have a MASK, and SPRITE, which both have OID variables for everything. So, if, for instance, I want to know where a bullet came from, I just select the object with a UID equal to the OID of the bullet.

    Also, I tend not to call it PID (Parent) and CID (Child), because PID can easily be confused with PeerID, which is used in multiplayer.

    Just some tips.

  • kalbano1, Sorry for taking so long to reply, I've been quite busy! I will email you shortly

    RetroSpock, Are you looking for an isometric kinda thing? I can make a 3D model and render it as pixel art, then share both with you.

  • Hi! I'm Chad Wolfe, creator of Kiira Games and Byte Sized Heroes! I would like to offer my services to the entirety of Scirra, as a free pixel artist. While any work I do is for free, all it would require credit, and the rights to share with other developers in the Kiira Pixel Art package on Itch.io. Aside from that, I will take requests to make ALL the pixel art for any games that people create, all you have to do is ask!

  • I want more ways to control the layout/layers. Like being able to rescale the x and y axis independently from each other.

    I want better way or alternative way to pan the layers instead of the awkward parallax. I want to be able to set the position of a layer, also where it rotates(so it doesn't always rotate from the center of the screen).

    I want effects to not always act from center of screen.

    I want tilemaps to be rotatable and the collisioncells to work well when they are rotated.

    I want tilemaps to be resizeable too.

    I want spritesheet support- allowing to use a spritesheet instead of individual frames.

    I want better shader support that allows multiple textures to be used in a single shader so that better effects can be made- stuff where I can store texture data in one and refer to that to fill another texture and etc.

    I want a scale inner and outer options that keep pixels square by rescaling integer based.

    I want separation of layer properties from global layer objects, so you can set global layer properties independently of global layer objects.

    I want menu features, and stuff that helps facilitate the creation of menus of all types.

    I want families to have ability to swap instance variables, or allow instances to reference all possible variables regardless of a family, or vice versa- it becomes a hassle sometimes.

    I want more family features and group features.

    I want some timesheet? features that help schedule events so that events can be choreographed more easily.

    I want better ways to transfer events/etc to other projects to reuse them.

    I'll think of some more..

    edit:

    I want solid behavior to have some parsing, to allow more control over what is allowed to collide with what.

    I want tilemap animation features, to allow tiles to be animated.

    I want 9-patch allowed to be animated

    I want tiled background allowed to be animated.

    Most of this is already possible with C2. By default? No, because it could add more processing to games that don't use those features. I'm not saying NOT to add them, I just don't think it's important if it's already possible, and actually relatively easy to do.

    Like effects from the center of the screen? Name one that you can't change where their effects take place. Anyways, if you want something like Crystal Ball to be used anywhere on the screen, here: https://www.scirra.com/forum/crystal-ball-extend_t184439

    I editted it to use a set UV, so that I could create the minimap you see in my HUD.

  • Guys... Editor plugins. Literally, the community will be driving the progress of the program itself eventually. I'm hoping that, because of this advancement, more people will join to improve the engine, like myself, whenever this feature is available.

    I mean, right now I'm working in UE4 with editor plugins, and they're absolutely incredible, and make development way easier.

    My own request, to make myself an early adopter, is to have this feature on launch so that I can start working on a full 3D viewport right off the bat, and even, hopefully, provide VR support. Because, the possibilities with C2's other features are actually quite interesting, and would make something like a VR (or AR) social network feasible.

  • Just a small update on Byte Sized Heroes so far. Most of the work on it has been in the background via code and game logic, but it'll be done in a few months, at least the base game with a map editor and multiplayer gameplay.

    It's be nice to be able to share Youtube videos using BBCode in the forums.