Kyatric's Forum Posts

  • Have you checked if some of these links don't already treat that issue ?

  • As stated in the changelog for r69 (useful things to read)

    nstead Sprite now has two actions: 'set mirrored' and 'set flipped' which allow you to control this at any time, rather than tied to the angle. [...] You will need to change your 'set angle' actions that you needed with auto-mirror to 'set mirrored'.

  • From the how do I FAQ:

    Platformer behavior

        Jumping into and destroying blocks - LINK

        Spawn and jump over ennemies (mario-like) - LINK

        Mario style: jump on top of ennemy to kill it - LINK

        Jumping through blocks and standing on top of them (mario like) - LINK

  • This article might answer your question, even if I'm not totaly sure what your question is.

  • Capx

  • I wasn't trying to be childish or insulting, I just didn't want to start up a discussion that has already been had several times on the forum "tile-editor vs no tile-editor".

    Anyway here we go:

    rag-n-drop editors are great for a class of games , mainly games that are very art oriented like Aquaria or Braid.

    So as I said, Braid's tile-editor differs from "classic" tiles editors from what I've seen from the author in talks he gave. It's not squared/grid based, it looks more like C2's IDE in fact, where you drop your sprite, change its width/height, angle, etc...

    So, to me, you're using the perfect counter-argument that goes to the opposite of all your argumentation afterwards. So here is some "false fact" to me.

    hat said, a tile editor not only is essential but the types of games that are more adequate to web games right now are most tile based games or games that use tiles in some level. It must be put on top of list.

    This comment is biased imo.

    I've made several projects, and so far I never had the NEED for a tile editor. A tile-editor is not something ESSENTIAL. Nevertheless, as I mentionned in my previous post, priorities are something subjective anyway. So it is biased, but it is nothing to be ashamed of and I don't mean it in any negative way.

    For the comment about webgames, there's also some bias here. Maybe more generalization. There are so many games over the web, it's a bit restrictive to say "types of games that are more adequate to web games right now are most tile based games".

    There are thousand of shoot 'em up on the web for example. Do they use tiles-editor ? Probably not. Are they not adequate to web game ? they are adequate else there wouldn't be so many.

    I'd rather not start an argument there because I find it quite pointless, you have your opinion, I have mine and debating about it in a dozen of posts won't help achieving anything more than spending the time to write said posts.

    I've just noticed you were one of those activaly participating during the "tile-editor feature request" posts that occured several months ago whit the polls about the features the users wanted to see added to C2.

    As I stated in my previous post, there are ways to go with C2 and have efficiency in level making. And a tile-editor is a full software in its own right.

    You (always) seemed to absolutely desire this tool where I really don't see the urge.

    I'm biased too, don't get me wrong, and I know it, but I honestly believe you can work your way through C2 and have tiled levels quite efficiently and without has much pain as it has been said on this topic.

    I'm maybe missing something here, but as I said, Space Jinx works with tiles (each tile represent some sort of object with different properties/behaviors) and managed my way quite painlessly through it (once I had settled my mechanics).

  • I strongly disagree with the three above posters, especially with Kioyoshi's biased argumentation that rests on false facts.

    Sure it would be nice to have some full-blown solution for tile editing. But then again, I'd rather see Scirra's limited ressources be aimed at practical features like families or XML parsing (features that would allow users to make their OWN level editor in the end or even use Tiled, the tile-editor that was already quoted a lot of times).

    But for now, as it is C2 IS the tile editor. And it does its job.

    It's probably even closer to the tile editor of Braid than anything (Braid doesn't rely on squared tiling like a zelda for example).

    I used C2 for my levels in Space Jinx, and it worked wonderful.

    And it was even before the "Initial frame" property (it came in middle of the development, and helped save some events but all in all, I had worked around it already).

    Something missing maybe could be a "Initial animation" to go along with the "Initial frame".

    But from there you're pretty much done as far as editing (placing tiles) goes.

    Tile-editing is NOT a priority in the sense it can already be achieved. And a tile editor in its own is a FULL software. For now, let Ash work on C2.

    Edit: Ashley posted while I was writing this. The posters mentioned are the three above him of course.

    In the end, it appears to me we said about the same thing, all priorities are subjective, and he codes alone, so everything takes time to be achieved.

  • This topic presents an automated movement (not teleporting).

    You'd have to adapt it so that instead of expecting for a mouse click, you give as target the coordinates of the next "cage" (cell).

    It is an example that is shown in the FAQ.

  • It is an (already reported) issue that has to see with chrome, not C2 itself.

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  • Check out other items in the section "Moving object" in the FAQ.

  • but most people seem to use powers of 2

    It is also because of gear "limitations". Some older graphic cards can't handle no power of two textures. Recent material do handle it, but still under the form of taking (in memory) as much space a power of two.

    For this peculiar example, in memory, you don't have a 45X45 texture, you have a 64X64 which only 45X45 pixels are used.

    The best bet is to keep to powers of two, it helps preventing possible issues for your users.

  • How do I FAQ

  • Tile/Grid movement - LINK in the how do I FAQ.

  • No please no !

    Or else, allow to choose between drop down list OR text itself (same for layouts).

    Having the opportunity/ability to write the name of the groups, allow for tricks like

    Activate "Group" & variable_number_of_group, allowing to have easier control over the behavior of the game/app.

    In certain cases, the drop down lists would make things easier, but for other cases, it would make it really harsher.

  • With all the leads already given, all left to you is to google those as keywords and find yourself a tutorial that suits you.

    Most of the time, official website for products holds documentation about how to use said program.

    You can also search on this forum, the question of "sprite drawing" has been treated in several topics already.

    Finaly, moving this topic, because indeed it belongs to "Other Topics" where other topics about the same subject have been posted (hint).