Jase00's Forum Posts

  • I recommend checking this thread out:

    The thread contains a .capx of an engine from MMF2 that somebody created (Made by Damizean if I'm not mistaken), that Candescence ported over to C2, but it had performance issues, but shows that a Sonic game with loops and momentum is possible. You will just have to use all your optimising know-how and make it from scratch. You could look into the .capx and dissect it, turn parts on and off and figure out how it works, then you could begin making your very own engine!

    OR , You could use the built in platform behaviour to make a basic momentum/physics engine. It's quite simple and doesn't involve nearly as much math and collision detection as making it from scratch. If you know how to figure out the angle of the ground below, you could make the platform behaviour "Set angle of gravity" to the grounds angle, which would make you stick to the ground no matter what angle

    I would go into this more but man there's so much to talk about, I highly recommend checking out the .capx above and observing and changing it around to see how it works.

  • I'd give it a try, being a avid Sonic fan myself

    Could I ask, how come you are unable to make momentum and loops?

  • According to this website, it is Ashley's birthday today (13/9/14) so with that being said...

    Happy birthday! Have a good one!

    On another note, should totally do another Scirra meetup sometime, this time I would most likely be able to join. I missed out on being around like-minded people and whiskey

  • Thanks guys! I find it has become a habit. Lately the website has been going down for hours at a time, and it feels weird not checking up and I end up retrying frequently til I eventually get on haha

    I wonder who's been on the most consecutive days, and I wonder who has posted the most consecutive days?

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  • Ashley , I have a request for Audio!

    So we have "Play at object", which is awesome, but how about a "Play at Object's Area"?

    Say for example we have a Sprite that is 2000x100, and we want a sound to play from it, and the volume to pan whenever the player (the listener object) is near this sprite. Using "Play at object", the Audio will only determine its volume from the distance between the player and the Sprite's Origin Point. (So say the Sprite's origin point is on the left of itself, and the player stands in the middle of the Sprite, the volume will pan Left).

    But if we had "Play at object's area", then the player could go anywhere on the Sprite and it would only pan if you moved away from it's width/height, rather than it's origin point.

    This would be infinitely more awesome if this was determined via the Sprite's Collision Polygon, and also still detects correctly if the Sprite's angle changes.

    I can think of a few uses, such as making it easy to create an area for background ambience, making lasers that buzz when near, you know, atmospherical stuff

    Hopefully there's something I'm missing that already exists in the Audio plugin that does what I'm talking about haha

  • Thought I'd share a little personal achievement with you guys. I have managed to consistently visit the forums for 500 days

    I don't post very much, but everyday I check out the "Construct 2 General" section and keep myself informed on what is going on, what people like and don't like, and how the core of Construct 2 works (There's so many useful pieces of info scattered around the forum that are not documented in the Manual.). I check out "Open Topic" second most, and check out other sections out of pure randomness and usually find some awesome content.

    I've learnt a lot from doing this thanks to practically all users in the forum. Even the users that ask questions, some questions are things that I never even thought to ask. It's really awesome.

    But yeah, awesome forum, awesome software, very awesome and talented staff and users, 10/10 would stay here 500 days again.

  • I totally understand what you mean.

    In both scenarios you listed, (Making a change to a layer means going to every layout and making the same layer change, and level editor layer stuff) I have had to deal with as well.

    It's like a matter of pre-planning what layers you would want and what settings/effects you want, make it in one layout, then duplicate that layout. But you best hope you don't want to tweak a single setting in a layer, because then you'll need to fly across every single layout to manually make the change (or possibly edit the project's files to apply the change quicker which is risky and a bad idea in general to tinker with things like that).

    The ability to add layers at runtime sounds like a dream, we could then have 100 layouts, decide "Hmm, I want a HUD layer" (if you somehow didn't think to add a HUD to your game after making 100 layouts lol), make an event "Create layer : HUD" (probably have an index for where to z-order the layer), and then all other events already exist to tweak the settings of layers (minus a few, like adding new effects). Would be awesome.

    tl;dr: I agree! +1

  • I am addicted to this game at the moment! I play mainly as Engie, Spy, Demo, Scout. Only started playing the game about a year ago though but mann it's addicting. Gotta love the new SFM video that Valve released for TF2. I remember hearing they're making another SFM video at the moment too. ^^

    Btw you missed Heavy in your list of the classes!

  • Hello Igloo !

    I highly recommend reading this, it's a blog post containing performance tests between CC and C2, it's a very surprising and interesting read.

    Performance on a laptop with integrated graphics is awesome, I test my games on a cheap laptop with integrated graphics and a dual core CPU, works fine as long as you set an option in the settings of your project (I forgot the name of the option, but you need to set it from "High Quality" to "Low Quality"), and also make sure the resolution of the game is low.

    Hope this was helpful

  • I'd love for this to exist in C2. +1!

    There is perhaps a really messy way of making a workaround involving the plugin "Canvas" or "Paster", you could load external images into a sprite, paste it into the canvas, then load the next image and paste that into a new canvas. Canvas's keep individual image data. The only reallllly messy thing would probably be trying to make animations.

  • If you make a very intensive loop, it can cause the game to freeze whilst it does its processing. This freeze means it is making sure that the entire loop completes in 1 tick, and when completed, it will go to the next tick and the game should unfreeze. If your game is not freezing when using big loops, then yeah that's pretty weird lol

  • I'm currently in a position where none of these problems affect me, but I do understand where everybody is coming from.

    I think Construct 2 is an ace piece of kit, the event editor is the most comfortable thing I've ever used (minus 1 or 2 nitpicks but it may be my own lack of understanding), and honestly if money was an issue to boost Construct 2 development in simultaneous areas at the same time (Or PERHAPS an exporter, or maybe even just have a guy that can monitor critical bugs in exporters that get reported on the Scirra forums and they can be heavily on the case to the developers of the exporter) , then I'd totally back a crowdfunding strategy.

    Still though, Scirra have had a job offer up for quite some time now. Who knows what that could bring! Perhaps Scirra could push that job offer out a bit more (Assuming they haven't yet). Or who knows, maybe Scirra have received many applications already but they just aren't up to snuff to be chosen.

    It's shocking to see some people reacting this way. I totally understand why and it is definitely warrented, I have lurked daily for ages and have seen things kind of crumble a bit the more things get added (It's great to have things added, don't get me wrong, I guess the more features (esp plugins,exporters), the more work for Scirra to keep things stable), and users that were once ecstatic about Construct 2, are now being more firm and critical about the software. Iuno, kinda sad to see things going this way at this moment. I hope things brighten up soon >.<

    tl;dr Do Kickstarter, offer flying monkeys for £1,000, watch the money pour in.

  • I'm British and I can't even find the first clue. Absolutely preposterous!

  • JohnnySix

    You know, I've never thought of that before. You've put my mind on a good path, I think I can come up with a workaround. I could have a Parent object of the Item, with 2 different physics objects paired with it, and the Parent item can position to the appropriate one when it needs to. I guess the only downside would be that whenever I add a new item that is a different shape, I'd have to add the Item's image 3 times (or the two physics ones could just be an invisible polygon but still). But it just might work. I'll have to try that soon. Thanks for the inspiration!

  • Ahh man, I really appreciate you taking the time to check it out.

    I'm figuring the reason that multiple instances share the same collisions, is because of performance and efficiency issues, but man it's so important to my project, the hit may only be bad if there's like 100 objects at a time. But ehh... hopefully there's a solution.

    Again, thanks spongehammer ^^

    I'm still hoping there's a stupidly easy solution to this.