DiegoM's Forum Posts

  • The smooth toggle is working as intended, but the difference can only be noticed if you are zoomed in really close to the image. When the toggle is off, you draw only with whole numbers as coordinates, when it is on, floating point numbers are used as the drawing coordinates. Again, this difference can only be seen when you are zoomed in, something like >500%. Unless you have better eye sight than me, then you might notice it earlier

    I should do something about the hardness 100% and anti aliased pixels thought, that is definitely not working like C2.

  • Scroll bars tend to be hidden in OSX if the pointer is not on top of them. So maybe that is why you are not seeing them.

    Right now you can scroll through the whole image by pressing the middle mouse button on top of it and moving the mouse around. This might be a problem if you don't have a middle mouse button thought, so I should implement another method to do that.

  • Alright, I fixed this.

    You will be able to check it out in the next release, r32.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Well, I just found a pretty glaring bug that can make thing rather confusing

    Hopefully I can fix it for the next release and you can try the feature properly.

  • If you think there is a problem make an issue in Github about it.

    I am a bit suspicious myself that only a couple of bugs were filed about it.

    Not that I doubt my coding chops , but I was expecting a few more issues from thoroughly untested code.

  • There is quite a bit to be done with some controled randomness in shmups and if done right it doesn't need to hamper competitive play.

    Parsec 47

    Subscribe to Construct videos now

    The game generates enemy waves and bullet patterns, not randomly, but not completely scripted either. You definitely don't play the same patterns each time and it is mostly about twitch skill. I haven't heard anyone complaining about that when playing for highscores.

    Warning Forever

    You fight a single boss which evolves as you destroy it and as you die. The evolution of the boss is not quite random, but they are diverse enough that each player has a different experience and from what I remember people played for high scores since there is quite some strategy and execution involved in surviving for the longest time possible.

    Zanac

    Subscribe to Construct videos now

    This one is quite cool. The game detects what attacks are killing the player and adapts itself to attack with more of the same. You can purposely kill yourself with easy to dodge attacks so the AI will attack you with easier patterns as you get farther into the game.

  • igalencar

    Congratulations for attempting to clone Truxton

    I second oosyrag's suggestion, sounds straight forward and will look nice with a special animation to cover up the cutting point.

    The laser animation would need to be long enough to cover up the longest possible distance between the player ship and a target, that would be the length of one of the diagonals of the screen rectangle.

    Moot

    Can you post the .c3p file that is giving you trouble? Maybe there is a problem with one of the behaviours you are using.

  • Yeah, I noticed this just after releasing r18. I just fixed it. So expect a new release soon.

    Just a heads up, I just checked out the Rain Demo and found out that C3 is not recycling objects properly.

    If you try it in C2, you will see that the object count never really goes beyond 350, while in C3 it steadily goes up.

    Edit: Fixed in the latest version of C3 (r17).

  • Ah, I get it now. I'll try to wedge that in at some point. I am all for the small improvements that don't seem like much by themselves, but when put together really make the difference.

  • Hello oosyrag, as you may or may not know I am in charge of everything regarding the Animations Editor. Maybe you have noticed that I end up closing all the bugs in it

    I find it a little frustrating that the toolbar to the left switches between Animation Properties and the Color Palette depending on what tool is selected. Particularly when real estate is mostly available as there really are not too many animation properties. I'd like to suggest the Animations Properties be docked on the right either above or below the Animations List. Makes sense to me, especially as they are related. Then the left toolbar can always have the Color Palette open.

    I have thought about this myself and even came to the same conclusion, the Animations panel has way too much empty space and the Properties panel would fit perfectly below it. I have just been quite busy with other things and haven't been able to get to that.

    This leaves us with the Image Points dialogue. I feel like this is a huge feature that is hidden behind a tiny button. I think something should be done to make it a bit more prominent, maybe having it's toolbar always open as well, docked below the Color Palette. But then it might start getting too cluttered... Also related to the image points, is that a fairly common problem is when someone moves the origin point for one animation frame and not the others. Maybe there could be some way to present the "Apply to whole/all animations" more prominently as well. By the way, thanks a ton for the new quick assign option!!

    Additionally, I think it would be nice to have the option to show all imagepoints at once, maybe as a toggle. They can be differentiated by color or shape, like how the origin looks different from imagepoints currently.

    I think the Image Points panel is fine where it is, after all it is only relevant when the tool is activated. Just a few days ago I also thought about an option to show all the image points in a frame at the same time, even if only for reference. Don't know when I might get around to doing that though.

    For the Color Palette, !PLEASE! allow for the picker to be constrained to the palette and continue picking even when the mouse is not over the palette! This behavior is already implemented in the new configure grid color popup dialogue. This allows for more precise picking of colors around the edge of the palette (the ones I'm aiming for 90% of the time). I feel very strongly about this, and it is literally one of the first things I noticed when I started using C2 5 years ago. When Construct is described as a "tool for artists", it is especially noticeable.

    I am not too sure I understand this. What do you mean by "allow for the picker to be constrained to the palette and continue picking even when the mouse is not over the palette". How can you pick a color if the pointer is not on top of the palette

    If you are having a hard time picking colors from the edges, you might want to try to expand the palette to the side to make it wider. You can do that by dragging the panel separator lines, the thick grey ones in between each of the panels. They aren't there for show only If you hover the pointer on top of them, you will see that the cursor changes, indicating they can be dragged. This should make it easier to pick different colors. After you are done saving all the colors you are going to use, you can make the palette small again so it doesn't take so much space.

    A minor thing I think would be nice also would be to include one more row of swatches above the palette - a preset row of basic primary and secondary colors.

    That doesn't sound too terrible

    A huge request would be layers and transformations with tweening support, but I understand that isn't exactly easy, so I'll leave it at that. But I will add that it's something I definitely missed coming from Flash. (Shoutout to Spriter here for saving the day!)

    I am afraid both of those features exceed the scope of the Animations Editor.

    It's primary function is to create and edit animations that the runtime can understand, import graphic files and edit properties which are specific to Construct such as image points and the various properties a frame and an animation can have.

    Graphics editing, although the most noticeable, is the secondary function, and because of that we are not interested in trying to compete with far more competent software that has been available for years, and I am not even talking about Photoshop here. Tools such as GIMP or Paint.Net are freely available and are already leaps and bounds ahead of anything we can muster. Basically we are not trying to replace your favourite image editing program, because it would be a monumental waste of time

    I think that covers everything.

  • This one has been in my TODO list for ages, I'll get to it eventually.