JoyfulDreamer's Forum Posts

  • Custom movement deals with movement. This means that if you use the sprite's normal angle movement actions, it doesn't affect the MOVEMENT angle, just the angle the object is facing. This is akin to a player being able to move and turn to shoot while moving in the same direction. The rotate actions on the custom movement behavior affect the MOVEMENT of the object, and NOT *direction* (where it's facing).

    It would seem that simply using the "set angle of motion" action to set the sprite's movement angle to the sprite's visual angle (where it's facing) will produce what you need.

  • > In each event sheet for each layout, I just have to include 2-3 main event sheets, which in turn include all the rest. ;)

    JoyfulDreamer You could even include all your "levels" layout event sheets into one "global" event sheet and then you would not have to include anything for each layout/"level" ;)

    As long as all layouts are the same thing. In my case, not all layouts function the same. ;) The common event parts have a global event sheet for a specific subject which can be "inherited" into layouts as I need them. I think, other than families, this is one of the best things C2 has done thus far towards modular development. :) You can almost think of sheets like plugins as well, for example, to have a few sheets for different enemy behaviors, then include whatever sheet you need for a layout (for example, better AI logic for higher levels), or include all sheets, each one wrapped in a group so you can enable/disable as needed.

  • Personally I've found a way that works well for me (I think it's very similar to others mentioned here). I have a folder called "Common" where I put the event sheets shared across multiple Layouts, and another folder for each layout where I put layout specific stuff. In the "Common" folder, I put event sheets such as "HUD", "HUD - Minimap", "Weapon - Hits", "Weapon - Selection", and so on. I name it this way so that related event sheets stick together when sorted alphabetically. The name also reflects the inheritance: The "HUD" event sheet includes all the "HUD - ????" sheets, "Weapons" contains all the "Weapon - ???" sheets, and so on. In each event sheet for each layout, I just have to include 2-3 main event sheets, which in turn include all the rest. ;) I find breaking down the sheets this way keeps them all very small and manageable. In addition, it helps to easily and quickly find the sheets I need.

  • Ashley also touched on WebRTC here: https://www.scirra.com/blog/110/the-near-future-of-the-web-platform

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  • I don't get it. I can lift a cookie (or rock?) and run around with it? ;)

  • SVN is a third party solution for sharing/versioning files. Go look at the Hero Engine to see what I mean. ;) (I worked with it for awhile) For teams with SVN, a networked solution such as TFS for Visual Studio provides a more integrated experience. There's always workarounds - doesn't mean we shouldn't request the features. ;)

  • Especially when working with teams. I'm sure Scirra would work towards networking their IDE for teams. (Hint hint) ;)

  • Yes, the referencing is important! :)

  • Oh, stupid me, I forgot to run C2 as admin. ;) Works now. Very cool, thanks. ;)

  • Dude, I'm already using notepad! LOL... ;)

    For now I've added an event sheet called "!Comments!" where I dump all my todo items. ;)

  • Yes I agree, this has been on my mind as well. I love going to the arcade to see what cool games others have submitted, but end up seeing a clutter of incomplete games that are not in the "Example games" section. I think a simple fix is a checkbox on upload to flag if a game is only for test/show (for community input for example). These games cannot be rated (because they are a WIP), and have their own section of the arcade.

  • I just knew someone was going to response and tell me about comments. LOL. ;) I actually had this response ready in my head: Feature requests usually have work-arounds, but that's no reason not to request it. ;)

  • Still not working, but it may be a firewall issue now. For some reason my firewall has an error message when I try to bring it up (the Windows firewall - must be corrupted :( ). No worries then, thanks! :)

  • Doesn't have to be asynchronous if you loop while true. ;)

  • Sorry, I don't see it.

    Edit: Oh, sorry, didn't see your link. I see, by default the localhost is blocked - I'll try selecting my IP.