Fimbul's Forum Posts

    Is there any chance to have application stuff on the future (after the exe)? Or is it going to be strictly game stuff?

    I second that. Would love to see some application stuff.

  • <font size="5">Updated </font>- use the link above to grab the new version

    Added: condition: pick closest object

    this will pick the closest object within the arc/range specified.

    Added: condition: is ready to fire

    true when the object is facing its target, within X degrees.

  • No error message. It doesn't appear to be a crash or error, just a close command. If you have a project with unsaved changes, it will even ask you if you want to save.

    It's a weird, unexpected behavior, because you can open the file menu, then change your mind and click the button again to hide it, and your project will close.

    It's even worse because when I ran into that bug, I told construct to save my project into c:\program files\ which failed (obviously, due to UAC), but that made the program think it had saved the changes, and when it closed (due to this bug) it failed to show the confirmation dialog.

  • I could use a "version:" attribute for GetBehaviorSettings().

    Also, the "help" button should work like the native plugins, instead of displaying "help on expressions".

  • win 7 32bits

    Using construct 2 r53 free

    Steps:

    1. Start Construct 2
    2. Click the blue button on the top-left (the one that opens the menu)
    3. Click it again
    4. Construct 2 should close with no error message (it even displays the "buy now" dialog, as if you told it to close!). If it doesn't, try double-clicking the item.
  • Hello everyone! I'm here with my second behavior, this time the turret.

    This is just a pre-release for you guys to comment and see if I forgot anything and make feature requests and change requests. Some things don't work, like the "is rotating" condition, or the "when not aiming" property. I'm just rushing this out the door because I don't have much time to work on it, but as you can see, the major stuff is done.

    I have included an example with the file, which you can also preview, live, at http://dl.dropbox.com/u/39044660/Turret/index.html, courtesy of dropbox

    The link for the behavior and example:

    <font size="4">Download Turret Behavior</font>

    Remember the behavior is not optimized, therefore might run sluggishly for big projects.

    Also, this is a behavior, not a plugin, so it should be extracted to the BEHAVIORS folder, under a "turret" folder of the appropriate name.

  • Use the AJAX object. I believe it does normal GET requests, so you could use that. Something like writescores.php?name=username&score=1000

    I hope you don't mind me commenting on your suggestion, I just wish to stimulate discussion.

    I'll reorder your list and dump things out. Then show you mine.

    These two below are definitely needed as soon as possible. Your really sh*t out of luck in doing nice maps without tile maps. Image points for sure. I was wondering why i couldn't add an image point, because my bullet kept firing from the hotspot no matter what i did.

    - Hotspot & image points for sprites

    - Good support for tilemaps

    Yep. Need those.

    -Math helpers. The important one for me is point distance.

    What exactly would that be? What is point distance? Distance from one point to another? That is provided via a SYSTEM expression, so I likely misunderstood what you said.

    -Path finding. Pretty damn nice for AI.

    Didn't kyatric make a plugin for that? It was based on A* and it was working with r50, I guess he just has to update it to r51.2

    -Property to snap an object to viewport, and provide the coordinates. Really would be nice for an in game gui...

    Agreed, especially if we could use modifier keys, like alt for precision placing (like nudging the object 1 pixel) and shift to constrain its movement to 45? multiples (or custom angles, like 30?, for isometric placement). Also snap to grid and to other objects, but I don't think it's that urgent (maybe after proper tilemaps and fine collision detection)

    These would probably be a opengl thing, but here go's

    -Particles. Not that important but would be nice having a particle editor in CS2.

    -Basic lights (ambient, spotlight etc)

    Agree with you here, it's probably an openGL thing. Possibly after the EXE exporter or webGL.

    A particle system could possibly be made by the community (read: us)

  • Are you american? Some countries provide translated drivers, and use old versions of the international ones in their localized websites. If you are from a non english-speaking country and your card settings are in your native language, consider removing that driver and installing the international version.

    I hope you don't mind if I decompose your post, I think its better if I do it this way

    Hotspot & image points for sprites

    Yep. We need those urgently, especially if image points are unlimited. Also, a way to call "imagepoint<i>" via expressions would be nice.

    Collision polygons so collisions are a bit better than bounding-box

    Not really needed right now, most games can get by with collision rectangles or invisible detectors. The kind of game that would benefit the most from collision polygons takes more time to make (in my opinion) and would need a lot of features that C2 still doesn't have

    Families (will take a long time)

    Definitely needed

    Physics (not sure if Zack0Wack0 was working on this?)

    If there's a chance he's working on it, it's better not to do it. Let the community work on it.

    Support for the Chrome or Mozilla web app stores - it looks like you can even charge for web apps, so see if that's something that can be added.

    Does that bring a lot of revenue? I guess the community can code plugins that work with those - besides, it's not urgent

    Improved audio engine using Web Audio API (which currently only Chrome supports I think)

    Let browsers mature? I don't know anything about audio APIs, so feel free to disregard my opinion here.

    Good support for tilemaps

    We're definitely going to need those.

    Simple "fill color" on the image editor

    Agreed, especially for quick recolors and knocking out transparency.

    Also, I'd add a "rotate 90? clockwise" tool there too, as most top-down sprites are drawn facing up, not to the right (as construct 2 likes).

  • Construct 2 probably won't integrate SQL commands, and for a good reason.

    You don't want javascripts connecting directly to databases, I believe it's not even possible.

    The correct approach would be to communicate with server side tech (php/asp.net/ruby) via AJAX, and you can already do that.

    There are no tutorials for that, but if you guys really need this, I can whip something up (should take a while though).

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  • Anyway, just trying to help. Not trying to start anything here. ;)

    Oh, certainly. I understood what you said. A common situation is when people try to implement that delay on a missile between you firing it and it actually starting its engines via animations, resulting in glitchy collision/hit detection and memory waste. Character jumps via animations are glitchy just as bad.

    I used the example to show there are a couple rare situations that you CAN use animations

    I'm not sure I agree with your Robotnik example. Each additional frame would add the same amount of vram as the first, and be static. Not to mention the issues of collision detection, and deltatime.

    Sure, but you can see where I'm getting at. Maybe in your game, you have little balls floating around you for each 1 extra life that you have, or maybe your fairy companion (that does nothing) rotates around you. You get my point. The situations where it's ok to do movement via animations are very limited, but they do exist.

  • > sprite sheet with cropped frames is literally only a few kb larger then one that does not.

    > That depends on how your graphics are created. E.g. if you have a character that is dodging and attacking with a sword it might be a *big* difference if frames are cropped or not.

    Then you would save some memory and the sword (possibly with arm too) on it own image. This would be for a large sword anyway. As there would definitely be a large amount of transparent image if it was all in one.

    > exture Packer creates bloated pngs

    > Currently the file size is about 15% bigger then when using opting. This will be fixed with the 3.0.0 release.

    Sometimes even higher but can then be loaded and saved out of another program to reduce.

    > lso, never have your character or object change positions in your sprite sheet, per frames. Any change in position should be done by code or game editor function.

    > You have several cases with animations where this is exactly not what you want to do. You want to keep the anchor point steady while the animation moves around it...You have to be kidding me? Animating by code will save more space then within frames. Anything can be animated in a frame but x/y coordinates, zooming, rotating, and so forth is much better by code.

    I see what you're both trying to say here. I think it's a common mistake to try to move an object using animations, and it most often wont work. But if you have, say, a little power up that orbits around your character yet is purely an effect (it doesn't shoot or shield damage or anything), then it's better to move it via animations, for instance:

    <img src="http://media.giantbomb.com/uploads/0/1264/199592-son2_32_super.gif" border="0" />

    the little balls rotating around robotnik (dr. eggman for some of you) are best implemented as animations, not as actually changing positions via code.

  • It is possible to create a screen High Scores Online? I create in this classic.

    Yes. Use the ajax object.

  • f Construct 2 wants to compete with GameMaker, detailed official tutorials for different types of games in PDF format are really necessary.

    We realise the high importance of tutorials and documentation and we're hoping to get all that written up and documented ASAP. Have you also seen the Beginner's Guide? It's not in PDF format, but is the format of the tutorial that important? I guess I could make a PDF if there's some advantage to it.

    I'm already working on a couple of those.