eli0s's Forum Posts

  • Can you post a capx? What you describe sounds weird to me. The scroll behavior should work otherwise.

  • Lunatrap , I am glad you are confident in your skills and I do hope that your game will reach its full potential and your expectations!

    I am with you in most of what you said. I argue about some things that Construct doesn't do, or if it does, it's because there are workarounds but they are either too difficult or not practical for a streamlined creation process.

    There are many topics about those things, some of them are arguably very important, like modularity, other are more biased subjects, like native exporters. In any case, I started this topic not to blame C2, but because some of the things that other tools do are very inspiring and I wish there were somehow included into C2 as standard features.

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  • Well, the capx really speaks for it self Either install the beta version or do a search in the forums on how to open a capx file with an older Construct version.

  • mystazsea well, in this case, I hope that it is quantum entanglement in all it's "spooky action at a distance" glory!

    megatronx , If you are referring to the SplinePath, it looks to me that it does just the basic stuff and it's only controllable through events. Mystazsea describes in every detail an implementation of a spline tool that will be very useful and easy to use.

  • mystazsea ,

    Oh man! You sir, are expressing fluently all those thinks that I wish for in my post! And you do that ate the same that I post it. And obviously you haven't read mine just as I read yours now!!! What are the chances?! I think that the stars are telling us that Ashley is actually going to add paths into the beta 181!!!

    Well said sir, well said!

  • mariogamer , you could avoid using the Light behavior if you build some kind of a system that does what the Light behavior do. I think that it's a series of loops that check for collisions and overlaps but it's way out of my league to build something like that, I am really glad that rexrainbow had made that. It can be used for sooo many different things...

    Now, as for the last pixel movement, I think that that's related with the number of frames that your animation has. In my example there are just 12 frames that are been distributed in relation with the speed of the car. When the vector X is very low, there are no in-between frames to display the subtle movement. I think that if the animation had many more frames, the result would have been more accurate.

  • Valerien , ok, I am sorry, I misunderstood you. My argument is that a great and powerful software (tool) shouldn't be difficult by default. Computer programs have evolved so much in the last few years and they have brought opportunities to people that up until recently were available only to hardcore enthusiasts (with a lot of money) or big professional studios. I understand that in the eyes of an experienced and talented coder, anything other than code looks insufficient and ugly, but for the rest of us, that kind of tools are the means to create things that otherwise we couldn't make even in our dreams. That's the reason I expect more from C2, I think it's only logical to evolve the software into a more versatile tool, make it powerful enough to compete with Unity and win over it because of the event system workflow.

  • newt , you are right, I had the CubeMaze by Yann in mind. Sorry, I meant no disrespect.

    jayderyu , I understand what you mean, I'd also read on an other topic that C2 is build in a way that it's very difficult to change/add some core features.

    I just think that some aspect in (game) creation are the same no mater what tool you use. All design tools offer guide lines for example. A new design software should include this feature because it's proven to be useful and should not wait from a 3rd party plugin to do it or for its users to request it.

    Having said that, I'd expect from a game engine to have some features that are known to be useful, like animation tracks, path creation tools etc. And since there are many inspired 3rd party tools that had been made for the other game engines, try to implement them in your new software.

    Of course, here lays the "one person developing" problem.

    Tokinsom , I couldn't agree more with you about the 3rd party plugin problem. That's why I think that all those tools (ideally) should be included within a game engine.

    As for the difficulty in using a tool like the one in the rayman video, if it's anything like Ferr2DTerrain I'd say that it is fairly easy to set up. I mean, the tile editor in C2 is more difficult INHO and it is only the last step in an amazingly tedious workflow of creating a series of tilled textures.

    Valerien , while I underestand your point of view and your agreement in Aphrodite 's words, I disagree with your statement about people with little programming experience and I'll support that with this question: If Unity had the event system programming logic that C2 has, would that automatically meant that it is made for people with no programing experience? Wouldn't most of the people here jumped immediately into using Unity, with all its advanced futures, its extended functionality by 3rd party components and its wide spread of use in many titles and studios as an industry standard? I think yes. In my opinion, what defines C2 is not it's (wonderful) way of programing, but that it targets mainly the HTML5 platform (for good or bad).

  • mariogamer , I'd made an example capx at this topic , I haven't made anything else. Since I saw that you'd already posted there, I didn't thought to mention it here too.

    Please have in mind that you will need to install the Light behavior (made by rexrainbow) in order to open the file.

  • That's great!

  • It's not that hard actually. You just have to link the vector X of the car to the animation speed. For the reverse rotation a little trick has to be done, Construct doesn't support inverse looping, but this is also easy to tackle.

    I've made an example using the 8direction behavior, but even if you use the platform behavior, the same expressions are available, so it shouldn't be that difficult for you to transfer the logic between the two behaviors.

  • newt ,

    Yes, Spriter will soon (?) reach its v1.0 state and the developers said that eventually they'll add the deformation ability. The 2 key key points in my fantasy are the "within the engine" and all the stuff about "a more a spontaneous, visual approach". If someone has your skillset (I've seen the 3d corridor/labyrinth game that you've made with C2, and I can't even begin to imagine how you did it), I guess he or she can do pretty much anything. But look how effortlessly and naturally the Rayman team work in their platform. I am not comparing apples with oranges here, I am just saying

  • Have you seen this extension for Unity3d? http://www.simbryocorp.com/Ferr2DTerrain/

    I think it provides a very liberating workflow, it lets the developer/artist take a more a spontaneous, visual approach for the level design, rather calculating grids and tiles.

    Have a look at this video:

    Subscribe to Construct videos now

    The creators of Rayman Legends demonstrate their engine and they use a similar system. Look how effortless they make level design/art look <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> (ahem, anyone noticed the paths for the mechanical dragon?)

    I have to stress out (again) the awesomeness of having a 3d space/camera for z-ordering/level depthing (that's an official term from now on people!)! Parallaxing layers is a very tedious task , the further away you are from the 0,0 coordinates, the more awkward it becomes to decorate the levels.

    And to close my ranting, this is an other amazing tool:

    Subscribe to Construct videos now

    It's like having Spriter on steroids but within the engine!

    Imagine those tools implemented in Construct!!! Oh, I can dream, right?

  • I am afraid that it is not possible. I think the object is lagging behind the actual mouse cursor because 60 ticks per second aren't enough for precision positioning. You can notice that is you set any Sprite to follow the mouse coordinates (every tick---> Sprite| set position (mouse.X, mouse.Y) and it falls behind exactly the same amount as the drag&drop object does.

    It really bothers me too, I want to make custom corsairs and other stuff that follows the mouse position and the lagging is very noticeable. The only workaround I've found is the "set the cursor from sprite" action, but it has its drawbacks since it only supports a fixed size and it will scale the Sprite to that particular size (I think it's 26x26 pixels).

  • There are 2 ways that I know of. The first one is to use a container. The second one is to use the UID of an object and link it to an other with an instance variable. See the attached example.

    [attachment=0:32c8h6bp][/attachment:32c8h6bp]

    -EDIT- Unless you mean associate within Spriter, in which case I don't know, I haven't used Spriter enough yet, I am wating for v.1 to come out first.