inkBot's Forum Posts

  • Yeah I was snooping around the C2 folders but I couldn't find the actual editor icons. I don't mind the new plugin icons and some of the "color-coded" stuff..just the black editor icons and black folders.

    Really? They are in the exporters/html5/plugins folders.

    I tried it and exchanged the gamepad icon with the icon for the new Rayman game and it worked.

    <img src="http://i79.photobucket.com/albums/j135/mr_norris/iconswipe.jpg" border="0" />

    I changed it back and C2 recognizes the old icon, but in explorer it shows as the rayman icon. A little weird. Will probably fix itself after a reboot or ram reset.

  • I took a look and all the .ico files seem to be placed in their respective plugins folders, not hidden away at all. So you could essentially make some of your own or find some you find fitting, and switch them out yourself.

    Maybe a way to automate switching out the icons by loading them from a archive or something could be done. But at the moment I don't think it's necessary.

  • This reminds me of something I had on my mind earlier. In CC you could place the hotspot/image points by entering X and Y coordinates instead of clicking. Is that going to come back in the C2 image editor?

  • Have two variables, one for X position and one for Y. When the player enters the secret area add the XY position you want the player to end up at to those values. When the player leaves the area, place him using those variables.

  • If you can do it quicker with scripting, start programming.

    This has been explained so many times now that I think it needs a place in the FAQ or a sticky or something. If you want to extend C2's capabilities in some fashion, make a plugin with JavaScript. If you want to program exclusively, I don't think C2 is the tool for you.

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  • Seems this could be solved with a simple boolean operation.

    Make a global variable and call it something like allowTimer.

    During your title set allowTimer to 0.

    When your game starts change it to 1 and include an event like this:

    +"allowTimer" is equal to 1

    +Every tick

    -[your events that controls the timer.]

  • Make global variables and store the stats in them and you'll be able to access them from the entire project and they'll retain whatever change you did last.

  • It's a pretty no-brainer answer, gameplay. So I'm instead going to tackle the question from a different angle.

    Will the graphical style (style trumps fidelity) impact my interest in a game? Yes.

    Being an artist I tend to favor games that interest me visually over games that have a less cohesive, or maybe even boring, style. Games in the latter camp will most likely be glanced over and maybe picked up later.

    But ultimately this all hinges on gameplay of course. If a game from the latter camp is actually really, really good and I hear about how good it is, I'll likely want to try it out then.

    The reverse applies for games that do appeal to me visually. Example, I looked forward immensely to Asuras Wrath because it looked badass as all hell. But then the demo was released and in truth, as a "game" it sucks and I will most likely not get it unless I find it dirt cheap somewhere.

    Graphical style matters, gameplay matters more.

  • Thing is, objects that collide still counts as overlapping. Overlap and collide is essentially the same, with the difference that overlap is continuous.

    But this is why I asked you what the situation was.

    A simple solution is to, again, use overlap. You have a separate object, let's just call it Detector, and position it in the area where you want to check if objects are. Now, instead of using ObjectA to check for overlaps, we use Detector.

    Detector is overlapping ObjectB: Move ObjectA

    In CC you could check for overlap at offsets and not need another object, but it's not in C2 currently.

  • I think you need to specify what you mean with "check if no collision happens". What is the situation you want to check?

    But one way to go about that would be to instead use the overlap event. So you'd have

    ObjectA is overlapping ObjectB: DoStuff

    and invert that instead.

  • I think he meant that more people will start switching to C2 and more C2 games will start appearing.

    With the Exe wrapper and gamepad object, even though neither is actually done, I've pretty much switched over to C2 completely now.

  • Make a value and call it something like "CharSelect" or so. Have its initial value be somewhere between 1 and 5.

    When the left arrow key is pressed subtract 1 from the value, and when right is pressed add 1 to it.

    To make it so you can't go below or over 1-5 add events that check if the value is over 5 or below 1. So when the value goes below 1 you set the number to 1 (or five if you want the menu to be cyclical), and vice versa.

    So when CharSelect is equal to 1, then you have Char 1 selected, and so on. Pretty basic but useful way of making your own menus.

  • That feature gave me enough incentive to buy it. Just made the PayPal transaction. :)

  • Question. Does the plugin allow you to change out "parts" of a character during runtime? Like say I have a game with customizable characters and instead of making entire separate sprites for each possible combination I could instead just change parts by checking values?

    (not sure if this has already been asked/answered)