dustingunn's Forum Posts

  • Hmm, I just noticed Construct 2 can't save/load arrays and ini files. I don't mean network files, just lists of data to draw on like level files, animations, weapon definitions, cutscene scripting, etc.

  • It's hard to get a screenshot of "stuff going on" but what I'd like to port to it has a lot of it, with lots of fast bullets, enemies with a good amount of AI logic, alpha shaded particles everywhere, etc.

    for example

    Is this even within the realm of C2, hypothetically?

  • I'm using webgl and windows 7, for reference.

  • I know this is probably firefox's fault: I've been trying C2 and finding it pretty cool, but with whatever I make (and also the example games) they stutter constantly on firefox. It could be 2 tiny sprites moving around and it still happens. Everyone I know uses FF, and get the same results, but when tested on Chrome it's smooth.

    It's not the FPS that takes a hit but... stuttering.

    Also a few more concerns before I early adopt:

    1. Currently there's no window/resolution controls and I'm wondering if that's an HTML5 limitation. The fullscreen w/ scaling option seems to do weird things to my game, moving the 0,0 point depending on window size which displaces HUD elements and parallax.

    2. Right-clicking with webgl enabled, but I notice that's covered here:

    scirra.com/forum/right-click-fail_topic46429.html

    3. In general I'm wondering if this could support a game with many particle effects and potentially some large sprites moving around with several layers of parallax or if that's just not feasible for a browser game.

    thanks

  • No, it returns the difference between angles while accounting for 359 and 5 being only different by 6, for example.

    Construct 1 had a very useful system command called "AngleDiff" which handled this but it's not in 2 (yet?)

  • I mean you can make it using "variables" like boolean (true/false) variables. Make a condition where your "while" can not meet the circumstances and them make it change the conditional for "false", also, make it check in the begin if the conditional is true.

    I need to fake a while loop and am having trouble figuring out what this means. Can anyone put this in terms of construct?

    Edit: here is what I'm trying to do, since C2 hasn't added AngleDiff yet: gmc.yoyogames.com/index.php

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  • Is it planned to have native hardware acceleration support? I appreciated that Construct 1 had sub-pixel positioning and a relatively easy shader management, and things like that can't really be added in a user-made plug-in.

  • I'm not sure if I read this topic right but if you mean containers should be able to work with families then yes, I agree. I can see the challenges to implementing that of course. The code would work differently or break entirely if 1 member of the family didn't have the corresponding contained object.

    Edit: would probably be better to just use an ID value like I've been doing.

  • Can you really not use hotspots with collision masks? Seems to defeat the ideal purpose of them.

  • There's a weird bug I get when importing an old project. There's a title layout and the game layout. If even a single event is active on the title screen (no matter how insignificant) then the game layout won't run, even if ran independently.

    I'd show you but it also won't let me save it. "Unhandled Exception"

  • Hmm, I have no clue what you are talking about mr.

    > I'm blocked by a lack of features.

    >

    No. Go wash your hands.

    What do you mean "no." I was talking specifically about the listbox object here, so unless you know something I don't, it doesn't have the ability to rewrite existing lines or to rearrange them.

    Anyways, it turns out inserting lines from one listbox to another with random(number of lines) as the index does properly shuffle them, so thanks, Ashley.

  • I'm trying to make a 5x5 grid of text files to fit into a grid of squares. This should be simple enough but every step of the way I'm blocked by a lack of features.

    I first put all possible texts into a listbox object. Then I created the text files with 2 loops and gave them unique values. This worked and displayed the text from the listbox properly but was not random.

    I tried to find a way for the listbox to move its lines around but I can't find a way to move existing lines at all. Then, I tried to create a duplicate listbox object and insert lines from it into random indexes (Not that that would produce very much randomness). It didn't work, as if the index number exceeded the existing line number it ignored the action.

    I then tried to skip the inserting, make 25 dummy lines, and then randomly rewrite those lines from the original listbox object. The only problem is there's no way to rewrite lines that I can find. "Set line data" doesn't seem to do anything.

    There has got to be an easier way of doing this, but man I hate the listbox object...

  • Weird, while trying to create an example I discovered 2 things:

    1: Loading meshes from the binary only works until I save the project (As in, from a temp file)

    2: I used the select tool to select the topmost pixels of a 96x96 square and when I released the mouse button, the whole image disappeared.

    Here's the tearing I was talking about (only happens with 3D layering turned on):

    <img src="http://www.wildrosemeadows.org/tearing.png">

    The blue one is 4 different, rotated objects

  • Is there any way to fix the weird tearing when placing mesh-edited objects next to one another?

  • Sorry, but that's a cop-out. Braid is good because Jonathan Blow is a smart guy, not because 'he had quite a large budget'.

    It's not a cop-out when the main things special about the project to me(the graphics and music) were hired out and licensed, respectively.