faulknermano's Forum Posts

  • I have considered adding an ingame level editor to my game. I wonder if it is possible for you to create TMX-exporter to json files. Or maybe it is not good idea and too complicated?

    helena, have you considered using Rex's JSON builder (http://c2rexplugins.weebly.com/rex_json_buider.html) in order to construct your JSON strings and then write them back via the AJAX object?

    Of course, it is a bit of work, but much more convenient than doing it manually.

    If you want to export TMX, you could also try rex_xmlwriter (http://c2rexplugins.weebly.com/rex_xmlwriter.html), but like before, you'd still need to read up on TMX format. But it is quite doable, I think.

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  • Hi randomly

    rexrainbow might come in correct me on this, but I've compared your capx with his sample 'pick neighbors.capx' and this is what I found.

    -picking neighbours is only possible with 'tiles', ie placed on LZ=0. I tested this by modifying the 'pick neighbors.capx' and populated the LZ=1 (ie as 'chess'; in Rex's Board terminology, anything LZ>0 is Chess and LZ=0 are Tiles), the Chess objects were _not_ picked. So this is consistent with your own capx.

    -This makes the labelling 'pick neighbor chess' a bit misleading. It seems to actually mean 'pick neighbor tiles'

    -Because of this you are unable to pick any neighbouring chess.

    My suggestion is:

    -Create the underlying Tiles array.

    -Populate your Chess pieces normally.

    -On touch with a Chess, query the tile underneath the chess

    -Pick the neighbors of the tile

    -Pick the chess pieces on top of the those picked tiles

    -Generate your predict_kick sprite on those chess pieces

    See this modified capx:

    https://www.dropbox.com/s/iawhh1trdfrmi ... .capx?dl=0

  • faulknermano

    I can work on it 2 or 3 days later. Now I am away from keyboard.

    Oh hey rexrainbow no pressure! If I came across in any way pestering or nagging, it's not the case. Thanks very much for all your work to date. I'm leaning a lot from reading your code especially because its functionality is a perfect fit for the stuff that I'm doing. It's much better to learn code examples of things that are actually useful.

  • digitalsoapbox

    Bit of an old thread, but I just noticed this and saw that you are iterating through TMX Objects (not Tiles). I had mention this to rexrainbow recently about adding support to reference Tileset-related parameters for Objects. At the moment, if I'm not mistaken, only Tiles properly reference their Tilesets. In Objects (and in Tiled, that's the Tile Image Object), the plugin is required to make a connection with the 'gid' parameter to the Tileset.

    Anyway, I was wondering if you solved your issue and how.

    (For personal use, I modified Rex's code and got Image Objects to reference their frame, but I think Rex might be doing his own modifications, if indeed what you're experiencing is rooted in this.)

  • To be fair, I think the C2 TMX importer is a totally different workflow from Rex's. Rex's TMX Importer is a runtime importer, whereas C2's built-in one actually resolves TMX objects to C2 objects. This totally changes how you even design the game. I don't think it's terrible, but just a different workflow.

    On the other hand, Rex's TMX Importer is comprehensive, allowing the reading of Tiles, Objects and Object-Groups. It reads Tile/Object 'custom properties' so it's possible to create a map with specific attributes within Tiled, and have that correspond to something in C2. The connection to the tmx is made during start of runtime, so if you build your C2 events and behaviours right, you can 'make' a game right out of Tiled by populating it with meaningful properties, and then using C2 as the interpretter of the tmx. Quite flexible, and frankly, quite fun.

    Only rexrainbow can say, but it may be due to the C2 editor's limitations that his TMX Importer ended up being a runtime plugin. But I think it's brilliant implementation. I had my own reservations at the start, but eventually appreciated workflow of assigning C2 behaviours based on TMX properties. And the fact that you could only see the results after hitting the preview button.

  • I could be wrong, but this functionality sounds like Rex's Nickname plugin.(http://c2rexplugins.weebly.com/rex_nickname.html)

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  • Ashley, I believe, yes, that's a fairly reasonable upper limit. :- ) Thank you for the reassurance.

  • , thanks for your reply. You are probably referring to me picking instances consistently? I'm not actually picking instances nor need to refer to them, but rather simply generating instances for a map and deleting it to clear the map for in indefinite number of times.

    However, your first sentence confirms it enough for me, thanks. I was just wondering if, internally, in the game engine, there was some significance to ever-increasing UIDs...

  • I'm creating two test maps (coming from TMX) and implemented a 'room transfer', where I can move between maps. I do this by deleting the tile instances (and other bits related to it).

    Now, I finding something curious: the UIDs of the tiles I'm generating and destroying just keep on going up and not being 'recycled'. My question is, does it matter? Is there an upper limit of UIDs? Or they get recycled after reaching a limit?

    By the way, yes, I have checked the debugger, and my objects and instances are not increasing in number. They are indeed being deleted.

    Thanks!

  • Hi rexrainbow, I was just wondering if you ever considered adding support for boards with trimetric projection?

  • tuskiomi

    Have you figured out a solution yet? I recommend using TMX Exporter v2 by I would start with the older thread for the first version of the plugin because the operation is explained there in detail.

  • Problem Description

    Audio (Web Audio API) reports wrong sound file duration when audio is being played from 'Music' folder (as opposed to 'Sound') in Android Chrome. When used in conjunction with playback 'seek' actions, it causes very inaccurate positioning.

    Attach a Capx

    http://faulknermano.com/pub/c2/sound_music_bug_2016_08_04.capx

    Description of Capx

    Two Sprite 'buttons'; one plays Audio from 'Sounds' folder, another from 'Music' folder. Note that, in actuality, the audio files are located in the 'Music' folder, but the Audio will still play it even though the Audio 'Play' action specifies to play it from the folder 'Sound'.

    The audio is 35 seconds long.

    Steps to Reproduce Bug

    • Run capx in DEBUG mode in Android Chrome.
    • Watch Audio object in debugger.
    • Press LEFT sprite (which plays the audio in 'Music' folder). Audio will play. Look at playback time of audio; note it reports 21 (or so) seconds as duration.
    • Press LEFT sprite again. This is supposed to advance the audio to the 15 second mark as specified in the event sheet. However, this brings it near the end of the audio clip.
    • (If you had allowed audio file to play, debugger will report audio as finished playing (ie '0 playing') early even though audio is still playing back.)
    • Restart debugger/preview.
    • Press RIGHT sprite (plays the audio in 'Sounds' folder). Audio will play. Look at playback time of audio; note it reports 35 (or so) seconds as duration. This is the correct duration.
    • Press RIGHT sprite again. This advanced audio to 15 second mark, and this reflects correctly in the sound and in the debugger.

    Observed Result

    When audio is played in 'Music' folder, debugger reports wrong duration. When seeking is attempted, the playback position is wrong.

    This bug happens only in Android Chrome.

    Android Firefox, Windows Chrome, Windows Firefox, Safari reports correct duration and seeks properly.

    Expected Result

    -Audio should report actual audio file duration in debugger.

    -When 'seeking' to a playback position, the seeking should be the same as other platforms.

    Affected Browsers

    • Chrome: (YES) (Android ONLY)
    • FireFox: (NO)

    Operating System and Service Pack

    Windows 7 SP1

    Construct 2 Version ID

    r232

  • Though an old thread, I came upon this recently and the the issue was that one of my sprites was corrupted (0 bytes).

  • Thank you for checking. I took my hardware for granted; will double check with a totally different computer.