Jase00's Forum Posts

  • I agree with this suggestion, and would also like to mention that it would be nice to have multi-select in the animation editor too, to make it easier to delete, move into folders, ect (and maybe cut/copy/paste aswell)

    <img src="smileys/smiley32.gif" border="0" align="middle" />

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  • +1

  • In the event-sheet editor, right click and choose "Add Local Variable" :P

  • I gotta say, the platformer behaviour handles slopes VERY well in Construct 2.

  • Awh man this is awesome! So much fun shooting down Facebook with this!

  • The latest C2 update, r120, now has awesome Z-Ordering features!

    Thank you x1,000,000 Ashley!

  • Yoyoyoyo

    Could it be possible to add an action to the Sine behaviour to change where it's movement is currently at?

    I have two instances where I need this, one where I'm creating objects that need to be started at different times, and one where I deactivate the sine movement and reactivate it another time and it's already half-way through it's cycle which looks bad.

    Thanks for reading!

  • Thanks very much sqiddster, I feel more confident to work with the A) method now :)

    In the universal "Items" sprite, there is lists of animations with just 1 frame for each animation (which is yeah, the icon), and the animation is named after the item (so then I'm able to call it in an event sheet to display the correct item according to what the Array says the item is) and it's doing fine for me, just yeah worried about later on if it might hit the performance. It would really suck if I loaded in 100 odd items then suddenly bam, lag. :P

    I guess the straightforward question is literally "Is having loads of 32x32 icons in one sprite a bad idea?"

  • Wagwun fellow developers

    So I'm currently making an inventory system, but I realised that my method may be very inefficient to the performance of the game.

    The general premise of the inventory is that it will be a slot-based system that will be stored via an Array. There will be MANY different items throughout the game that the player can collect, each with their own icon, but the inventory will only display about 16 items at a time.

    The amount of items is definitely going to be 100+. Each icon will have the dimensions 32x32.

    Now how do I display this and make adding items an easy task...

    Hmm..

    I have 2 ideas on how to display/create the icons for the items in the Array when I load them

    A) (I'm currently doing this) Have all (100+) item icons of the items in one universal sprite called "Items", and name the animation whatever the item is, and display the animation according to what the item should be.

    B) Create a separate sprite for each and every icon and add it into a universal family and individually code a "create" function for every object (as you cannot "Create object by name", which is why idea A is excellent, due to being able to choose the animation by name).

    Now, I'm thinking that A) would mean that all of the items that exist in the game would be loaded all the time, which wouldn't be too nice on the VRAM. Whereas, B) would only load what is needed (I'm not entirely sure how C2 handles loading stuff)

    However, B) is very long-winded and could potentially be BAD perhaps because there would be 100+ individual sprite objects. But A) Would be all self contained.

    Thoughts?

    Thanks for reading!

  • I have a lot of experience with Sonic fangaming, infact, I used to have a fancharacter that was a green sonic! I remember it being quite a pain to make a Sonic engine in MMF2, (though I was newbie with all the logic at the time), but with the features that Construct 2 holds, I think it would be very easy to make a Sonic engine using just the Platform behaviour, and a lil bit of trig knowledge (Or just make it from scratch).

    Anyway, I tried fiddling around with your .capx, and I never really thought about how to prevent the character from flickering whilst against a wall with Constructs' platform behaviour, first thing I thought it was was that the collision of ZoniK changes as he runs/walks, so I created a universal sensor called "Player" that will always remain circular so that if you run against a wall, you will not flicker (ALTHOUGH He seems to flicker ONCE when you hold against a wall, not sure why... :( )

    There's a lot more you can do or I could do to help, but I lack the time :(

    Anyway, here you go.

    dl.dropbox.com/u/7765312/Zonik.capx

    Goodluck man!

  • I too will be needing, down the road, a save/load system. But I was thinking if there was a way to export values to a .txt file and then have the system on load read those values in some way, you could then save to the local drive.

    But I have no idea if C2 is capable of out-putting to a text file.

    This + a lil ol' encryption, would be extremely useful!

  • Stomphoof

    A Legend of Mana inspired RPG? That sounds awesome! Used to love playing that game when I was younger. Goodluck!

    Ontopic- Thank you for this sweet piece of software, Scirra! It took me about 2 years on my project on other software to get to a low-level stage where I had learnt that the software doesn't provide certain useful features (zooming in/out, efficient physics intergration, bunch of other stuff) but then I found Construct Classic, and instantly loved it, and begun debating if I should remake and continue my project through CC. I looked around the forums a lot and then tried out C2 and bam, my choice instantly became Construct 2. The frequent updates, nice community, friendly company, random competitions, watching Scirra reach further and further (steam integration), and many more reasons just add to the awesomeness of C2!

  • I usually hear from friends that their custom built computers, that are running Windows, BSOD a lot, and it was common that the BSODs happened due to driver stuff or loose hardware (Ofcourse, if it works in Linux, then it probably isn't loose hardware lol). You should get a log of the blue screen and then you can figure out what the problem is. If I had to take a guess, I'd say that Linux happens to have the correct drivers, whereas Windows does not.

    If you're able to get into Windows via safemode or something, then I recommend drp.su which will update all drivers for all your hardware (and it's absolutely free) and hopefully would prevent further crashes. I guess it's evident from everyones responses that Windows is not the problem. Though I just remembered your first post that said you lost your license key, so that sucks.. haha

    Windows is a very popular platform and it isn't about supporting "Microsoft". Most people can afford a Windows computer rather than a Mac, and it's not very common for the average person to find a shop that ship their computers with a Linux distribution. I'm pretty certain that iirc Scirra said they don't have the time to work on porting the software over to Linux/Mac anytime soon.

    Anyway, can't Wine run Construct 2?

  • Oh woops. I wasn't very specific with the instructions :O

    I've tidied the .capx up a bit. I had the two seperate animations inside a folder, I should have pointed out that each frame is actually in a different animation each, but now it should be more apparent when looking in the .capx.

    I also quickly added events to show that it actually affects the objects hotspot ingame (Running the capx will show it going between each animation and you can notice it shifts a pixel sideways) And still, the hotspot values are both 25 even though the image of the hotspot icon shows otherwise ;o

    dl.dropbox.com/u/7765312/Hotspotglitch/Hotspotglitch.capx

  • Link to .capx file (required!):

    dl.dropbox.com/u/7765312/Hotspotglitch/Hotspotglitch.capx

    Steps to reproduce:

    1. Go into the .capx

    2. Check out the objects animations that's in the .capx

    3. Notice the hotspot X value is 25 on both frames (which are both the same frames, just recoloured), BUT the hotspot ICON on the image is different for each frame!

    Here's the first frame

    dl.dropbox.com/u/7765312/Hotspotglitch/gl1.png

    Here's the second, recoloured frame

    dl.dropbox.com/u/7765312/Hotspotglitch/gl2.png

    Here's the previous two images blended together to show the difference of the hotspot.

    dl.dropbox.com/u/7765312/Hotspotglitch/gl3.png

    Observed result:

    Hotspot is lying to me!

    Expected result:

    Hotspot to be placed correctly according to the number given.

    Operating system & service pack:

    Windows 7 Home Edition 64 bit

    Construct 2 version:

    [R117]

    Not quite sure how this happened, was loading images in and they are all same size and I typed in numbers for the hotspots and I noticed ingame that one of the images was mis-aligned. I checked the images hotspots and they were all the same, so I just tested the game again and still this random frame was incorrectly aligned. So I checked again and realised the actual image of the hotspot icon in the editor is actually a pixel along EVEN THOUGH the Hotspots X position is the same! I bet you a fiver that it's something to do with float numbers and it's getting rounded.

    Thank you for your time!

    Edit: I should also note that this has happened to me twice before with different sized images. I notice that the numbers are correct but the character is a pixel out of place... iirc just moving the hotspot fixes it's alignment I think.