eli0s's Forum Posts

  • -A better lighting plugin system

    -An advanced Sprite plugin that has slots for diffuse and normal maps and can take into account the lighting system mentioned above

    -A path-finding behavior that work with the platform behavior (mainly for enemy AI)

    -A timeline editor (I am way too deep in the magic forest from now on, I know)! Animate each object with keyframes and trigger those transitions with events!

    -A true 2.5 camera system that offsets the layers in to z space, like the camera in After Effects, or Hitfilm, or Toon Boom products.

    -A better audio system that doesn't loose sync, enables you to make buses and multiple sends, has fade in/out actions per individual sound or per bus.

    -A rope behavior(!)

    And some of the things that have already mentioned:

    -Path creation system with bezier handles, easing in/out for each point, and access to all this with events!

    -Better particles that support initial angle offset/rotation speed and per-particle collisions.

    -Menu and Inventory plugins

    -Text object that allows for multiple fonts/styles/sizes/colors per object

    -A dialog plugin that advances the text based on user actions. Ideally it should support some basic "navigation" elements, like forward/back arrows, scroll bars, type writer option etc.

    If not for C2 then for C3 Quazi...!

    PS: I would very much like to see a well documented manual, with example (video) tutorials for Q3D first however

  • It's an obscured function but already exist.

    From the manual:

    "To paste objects in-place (so they paste at their original positions, instead of relative to the mouse), hold Shift while placing a paste. The full process is: Ctrl + C to copy an object; press Ctrl + V to turn the mouse to a crosshair, hold Shift and click, all objects paste at their original positions (instead of by the mouse) and the mouse returns to a normal cursor."

  • Colludium , I'm glad to read these lines. I assure you, there isn't anyone less competent than me regarding coding -an analogy would be mixing water with oil!

    I feel confident that you'll be able to succeed your inspirations!

  • PGspy18 , that's probably because your capx's size is greater than 2Mb. Also, active links are doable after having more than 500 (I think) reputation points. Send me a mail at and I'll have a look.

  • PGspy18 , Chrome loops just fine on my system. Can you post your capx to check if something else is at fault..?

    -EDIT- I just confirmed that both Chrome and Firefox playback looped audio perfectly. IE 11 still leaves a small gap at the looping point.

    Chrome Canary however, while playing the loop seamlessly, it does so with reduced audio quality, like it has been compressed at a very low bitrate. This is especially noticeable at higher frequencies, like those of the cymbals.

  • What browser do you use? Up until recently, only chrome was capable of handling seamless loops. I'm not sure if that's still the case since it looks like firefox also supports advance audio nowadays, but I would bet that chrome still handles audio better.

    Have you tried previewing with chrome (or NW.js)?

  • It's what Sumyjkl said. Margins have purpose only within the editor. Supposedly, you use the margin space to "park" all of your game objects (sprites, text, etc) if you wish so.

    An example will be to have an explosion sprite outside the layout (within the margin space) and call it at runtime with actions.

    Of course, you could use a separate layout to store all of your game assets and keep each level layout clean.

    However, having a large margin number also allows for greater zoom out on the editor, and for me that's the most useful thing about them.

    -EDIT- I've noticed that you are mentioning shaking at the title of this topic. If you actually ask about the shake action of the scroll to behavior, then the layout size/window size does have an affect: in order for the "camera" (the window) to shake, the layout size must be bigger that the window size.

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  • I understand rexrainbow , thank you for clearing this out. You know what's best for you of course, I just stated the obvious, that you have contributed a lot and that your effort is very valuable to the rest of the community.

    I look forward to see the rex_boids behavior in it's final form!

    Thanks again!

  • rexrainbow , hehe, it's not even a "vector" , it's mentioned as "vetctor"! I guess you were really tired at the time

    About the boids, I understand, I'm just nitpicking because I am lazy and want everything served on a golden plate

    I see that you skipped answering at the e.g. on my previous post, and that isn't very encouraging I really do hope for Ahsley to expand Scirra's working force and, from what I see in the forums, there are a few people around that could really contribute a lot to the software, you being one of them.

  • rexrainbow , the rex_touchdirection2 is an other beautiful behavior! I was confused at first because the behavior within C2 is called Dragging vetctor and not touch direction. But after realizing that, it's very easy to use!

    As for the rex_boids behavior, thank you so much for uploading it! It's very usable as it is but (there is always a but isn't it?) is it possible to make it self-autonomous? I mean, with out the need for so many other behaviors to do the line-of-sight checking and the driving (moving) force..? I'm not saying that it shouldn't use those build in behaviors, but make them work under the hood somehow..?

    Anyway, thank you again for all your work and contribution to the community!

    ps: I am amazed about you not working officially for Scirra. I hope that you'll have (and I think that you should have, R0J0 also) an active part in C3's development.

  • rexrainbow , this looks amazing and already very promising! It has a very procedural and organic feel, it reminds me games-of-life type of simulations!

    I can't open the capx you shared, your work-in-progress boids behavior is nowhere to be found. I wouldn't expect to publish it already, I mention it just because you posted the demo's capx.

    By the way, the "-drag to move window" functionality is also very cool! You use your own "Touch Area" behavior for this?

    Thanks!

  • rexrainbow , that's awesome! I'm running over there right now! Thank you!!!

  • IJCT ,

    michael ,

    Check rex's rex_text_properties behavior.

  • rexrainbow , that would be simply amazing! Thank you in advance

  • eli0s

    Iw seen that, its an old plugin and its boids overlap eachother... wich is a deal breaker for me...

    I see. Then perhaps you can build something with events. Have a look at this example made by R0J0hound. I believe you can fiddle with it and make something that resembles a flock-like movement.

    -EDIT- Sorry for deviating from the main topic, this behavior is amazing! -EDIT-