Jayjay's Forum Posts

  • If it's behaving funny, this is an example of a work-around I did for changing position of a physics object and keeping its speed, maybe something like this could help when trying to change the speed that the object is moving:

    + Object: Object overlaps TeleportA

    + System: Trigger once

    -> Object: Set 'VelocityX' to Object[Physics].VelocityX

    -> Object: Set 'VelocityY' to Object[Physics].VelocityY

    -> Object: Set immovable: Yes

    -> Object: Set position to object TeleportB (image point 0)

    -> Object: Set immovable: No

    -> Object: Set velocity to (Object.Value('VelocityX'), Object.Value('VelocityY'))

    However, I will try to make a cap doing what I think you're looking for when I get some time!

  • Sorry for the lack of a reply, it's been a pretty crazy couple of weeks with work.

    I've been trying to re-create your sample image in the Tiled editor but am not familiar enough with the tool yet to figure out the best way of how layers should be applied.

    Would you be able to make a map in Tiled and then save it in some form that I can open from Tiled on my end as well?

  • Glad to help Nazy!

  • Okay, here's an example with just image points and a single snake object: https://dl.dropboxusercontent.com/u/4714446/snake.cap

    Hope that helps! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Easiest method is image points/hotspots along the snake and LERP.

    Is your snake just one large sprite, or made up of a few smaller sprites (eg: pieces for head, body, body, body, body, tail) ?

  • newt yeah, but when C3 is only an editor upgrade I really worry about what options we will see. Ideally, I want C3 to have proper "multiple exporters" support/SDK even if HTML5 is the only official Scirra one, as this was one of the originally planned features for C2 when it was first being developed and announced.

    The unity conversion is going to be tricky in terms of logic, unless Mahdi71 basically re-writes each plugin in a way Unity likes and then interprets the game events the same way C2 might (still lots of work, but possible). But for real performance gain I'd rather just have a tool to migrate all my level and object data into Unity ready to go (animations and all) and then I will recode (code is fun! and PlayMaker and plyGame are there to ease the burden for people new to code).

    Time will tell! I will try to stay optimistic as this could really improve the number of developers making big games from C2 and hence the customerbase/players of C2 made games

    megatronx Yeah, at least not for big games, but the best thing about the new set minimum FPS event is that it can force 60fps slowing the game instead of skipping collisions/breaking logic

  • I have yet to see any benefit from using Unity.

    The biggest benefit is that you can reach customers now, not in the future, and you can reach them on:

    -PS3

    -Xbox 360

    -PS4

    -Xbox One

    -WiiU (proper hardware support, not HTML5 without even WebGL, although not the latest 5.x version of Unity)

    -PS Vita

    -Native mobile export (if your game pushes CPU limits this might help)

    So for bigger games that hear constantly from fans saying "When PS3/PS4? When WiiU?" this service would be awesome.

    Plus, 3DS support is rumored to be coming soon, which would be extremely great as well http://unity3d.com/company/public-relations/news/unity-support-new-nintendo-3ds-and-new-nintendo-3ds-xl

    I could wait for technology to run HTML5 + WebGL games as well as my Windows desktop can, but in the same time I wait for that the competitor engines and tools are improving too, so a solution that lets me use my favorite game editor to export to native right now is something I would need to keep using Construct 2. After all, this is just a tool to make my game ideas and sell finished games, so the final exported game is what matters most to my customers and hence to me.

  • Good job Naji, glad to see you are learning Unity too, that's a great way to get into multi-platform titles in the future

  • Hmm not sure what isn't available as these should be all that's needed:

    Construct Classic R2 - http://sourceforge.net/projects/constru ... e/download

    (latest version, not shown on the Scirra site)

    Texture Setter plugin - viewtopic.php?t=61573&start=0

    Unique Sprite plugin - viewtopic.php?t=61546&start=0

    Path Movement Behavior plugin - viewtopic.php?t=57756&start=0

    Coloured Outline plugin - viewtopic.php?t=56454&start=0

    (right click and Save As for the coloured outline).

    They seem to still be up for me, but I can PM you a pre-packaged zip file with all of them too if that helps!

    This week has been pretty busy with work so hopefully by next week I can have some more news about tile importing <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • The most useful part for me would be an importer that brings the objects and layout designs straight into Unity as prefabs (for objects) and scenes (for layouts). Game logic I am happy to code myself since I prefer C# to JavaScript, and know that Unity does a few things differently and will probably need tweaks to boost performance.

    I would definitely buy a service like that if it imports in a way that performs best in Unity, rather than wrapping it in generic Unity objects but acting like it's still a C2 game.

    But I can't see how this would hurt C2 at all, it gives the bigger games and developers a chance to make their game in C2 for prototyping and rapid development of levels, etc (because for game dev I have not yet found a better editor!), but the power of native export supported by the giant that is Unity

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  • Demetari Same here to the second part <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    szymek I can make a game run 60fps in HTML5, but can I make my (big) game run that fast? Well in the case of PC games, technically yes, if I only expect super gaming machines to play my game. The problem is that I need the average Steam user to play it in order to have any sort of customer base, and their specs on average are not that high http://store.steampowered.com/hwsurvey

    The best thing yet though is the set_minimum_fps action, which lets us now decide how frameskip works. I would rather hear complaints of "It's really slow!" than "My character fell through the floor" or other things that get strange when collisions and behaviors fail (due to large dT values).

    Customers can understand that their PC shouldn't be playing the game when it's slow, but random glitches make it look like a bad game rather than just a game that they need to upgrade their PC for.

    Also, if collisions are indeed skipping, and your game logic is dependent on said collisions systems, then it's safe to say your game is skipping logic at the same time as collisions skip, so with R210 and up it is great because instead of 10fps minimum before game slowdown, it's 30fps (a good middle road from my testing). Much less chance of collisions skipping without sacrificing too much speed for lower end PCs. (Thanks for this feature by the way Ashley!)

  • Okay great, I will look into making a fairly straight-forward way of making tiled TMX files (probably CSV format) load into Construct Classic using some tiled background objects for each tile image. (for importing sprites into Construct Classic, the RGB for transparent is 255,0,255)

  • Two things that I've found is that:

    1.) If you're using WebGL and can't bear to part with it, you're not going to be making a WiiU game.

    2.) If you need all the performance you can get from a fairly powerful PC, you're not going to be making a WiiU game.

    Maybe the Nintendo NX will have some better specs to support more demanding HTML5 games though.

  • Great thanks for the updated tileset and mockup! I haven't used AdvancedCamera, but what I will do should only use events and built-in plugins, so you can use it with AdvancedCamera too then I think.

    How were you using the zoom?

  • Z elevation depends on camera settings, etc, but I will look into that, can you make a mock-up of a single room using the tileset for me? I can re-create that in tiled (using layers probably) so that I can make the TMX and do events to load it for you. Might end up writing a tool that converts it to INI format from the TMX or JSON, but either way I'll make it straight-forward as possible

    Best thing about loading levels from a file is that it makes your game modable, and should avoid some glitches Construct Classic can get when making a large game!