Duckocide's Forum Posts

  • I think the issue is that each sprite instance refers to an image (animation frame 0) that is replaced by the snapshot.

    The only way I have managed to fix this is to preset the number of frames (snapshots) in to the default animation for the sprite and load each snapshot in to successive animation frames (as the snapshot is taken). This is OK, but I get the same problem once my animation frame index goes beyond the size (frames) of the default animation.

    Is there a way of creating sprites with a new image (frame 0) to avoid this?

  • I'm having the same issue, so would really appreciate knowing the answer to this?

    I've looked at the data URL and they are different with each snap, but each sprite instance just picks up the last snapshot (when using load image URL action on the sprite).

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  • Can anyone tell me if there is a way of reseting the seed behind the random system function?

    I'm doing some procedural content generation and (rather than developing a pseudo random number generator function) was hoping there was a way of setting the start seed for the built in generator?

  • D'oh!... Thanks :)

  • Cool - How can I get the expressions panel to display constants, all I see are objects?

    I do have documentation throughout the project, but the globals (constants) are at the top and the functions et al down the bottom.

    Your suggestion on notepad is exactly what I have suggested except it would be good if you could paste copied events in to notepad - I can't.

    I am using dictionaries for some data look-ups, but the data for the game is held in tabulated arrays (It's a trading game). I had toyed with the idea of dictionaries with compound keys for data look-ups. I might go back to this. I just thought arrays and constants would be quicker given that the dictionaries will end up quite large (cities x commodities x properties) and continuous market simulation ending up somewhat laboured (compared to a quick numerical array index look-up).

    Just a thought Ashley - Can you get a text representation of variables and events in to the clipboard for pasting outside construct2? Might even help with people supplying issues / helping answer questions without uploading capx's

  • You can't copy paste const / event definition lines in to a comment block. I don;t see how that helps (quickly). To put this in to some perspective. I'm using arrays as the closest thing I can find to a data structure (perhaps object graphs are another feature request?). Anyway, to make array handling more readable I use constants to reference array indexes. That way, when you want to introduce a new property, you haven't got to go an rehash indexed look-ups. Event lines like...

    set rank to Ranks.At(Player.At(PA_RANK),RA_RANK_NAME)

    (In the above example, trying to simulate object instance and property lookup, the first array index is equivalent to an object instance and the second the property I want). I know I could disappear down a customer plug-in route for my own object graphs, but I quite like trying to use the tool native as supplied.   

    As you can probably guess, you end up with a long list on constants for array indices to mimic field references. If you want to re-jig the array entries, you change the constant.

    Anyway, I think the modal editing of events does make obfuscation approaches like this an act of good memory. Another alternative may be to list constants in the objects window. Anyway, a request / suggestion.

  • As construct2 projects get more complex and you are using many constants and arrays to reference data (for example), it would be good to be able to launch "post-it" type windows outside the editor that can hold either text or a render of the events - You can only copy paste event or variable lines in the editor.

    The problem is that event editing is modal. So you have to remember the global variables and constants when using them - Not always easy for the best of us.

    I'm finding myself doing screen grabs and pasting them in to documents so that I have a reference alongside the event code I'm writing. A bit of a faff (perhaps an alternative is to get a text render equivalent in the clipboard?).

    So, some way of being able to copy/paste or reference variables and function definitions when editing an event would be damned useful (unless I'm missing an intellisense keyboard trick somewhere).

  • Link to .capx file (required!):

    n/a

    Steps to reproduce:

    1. Open project

    2. Import sound file (16 bit WAV) at lowest quality

    Observed result:

    IDE crashes although you can see WAV, Ogg, etc under sounds in project window (so guessing it managed to import before failing).

    Expected result:

    File imported successfully.

    Browsers affected:

    Chrome: n/a

    Firefox: n/a

    Internet Explorer: n/a

    Operating system & service pack:

    Windows 7 SP1 32 Bit

    Construct 2 version:

    r120 beta

  • Hey great game :)

    Simple but addictive concept and very nice music & gfx !

    Nice !

    Glad you think so. It seems to be going quite well. I need to knuckle down and get more levels done. Let me know what level you get to :)

  • Another update. Version 0.33 uploaded. This version includes a new particle, the Quantum Bubble. These fun things have a gravitational game play mechanic. So how do you get to see one of these things (or several of them for that matter)? Simple, Calcium is the first level to use them! (That's level 20). Enjoy!

    <img src="smileys/smiley4.gif" border="0" align="middle">

    scirra.com/arcade/puzzle/2404/higgs

    Play Higgs!

  • Keep the good work!

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

    A lot of element sheets/levels still to create though. <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Version 0.32 uploaded. Changes for this version.

    • Game play bug fixes to several levels (physics gotchas)
    • Nitrogen level selection bug fix
    • Sulfur level selection bug fix
    • Help text on level selector if first time (I.e. on Level 1, Hydrogen)
    • Improved consistency of physics behaviour level on level
    • New level: Argon

    Let me know what you think and if you get as far as Argon!

    <img src="smileys/smiley4.gif" border="0" align="middle">

    scirra.com/arcade/puzzle/2404/higgs

    Play Higgs!

  • I must confess, I haven't looked in to the sc plugin SDK much. If get get this 3D retro vector line thing going, I'll look at doing a transformation plugin. Would be a logical progression to avoid the many array.At() multiplication events I have.

    Incidentally, my puzzle game higgs is using similar transforms for the background animations and flying objects.

    scirra.com/arcade/addicting-puzzle-games/2404/higgs

  • For now , Let's keep it 2D , Maybe when Ashley finishes all his To-Do list , you'll see 2.5D , but not for now ...

    +1

    May be, but in the ever changing world of HTML5, I hope Ashley is thinking about supporting the emerging 3D standards (at least). Construct2 is such a neat project, it would be a shame to miss out on this aspect of gaming. 2.5D "Space Harrier" style game play would work well via the current construct2 sprite objects/engine.

    Anyway, just a suggestion. Until then, I'll carry on with the array and event munging :)