lucid's Forum Posts

  • or just being able to have an autosining value you create and can access

    that way it can be used for opacity or angle or width, or some some parameter for any random 3rd party plugins, etc

  • in my experience, one of the big features of mac and linux, is that it allows you to ask why [insert software here] is not available for mac and linux. Ashley wanted to preserve this feature for C2.

  • python is almost the same speed, at least in some tests I tried a long time ago, and python also has it's share of quirks. if I had more time I'd volunteer, there might be another plugin coder who'd volunteer, though. For large projects, especially ones where I have some complex sequence of events I would use over and over. I make a custom plugin to do that one thing.

  • what's the specific number of parameters, so others can see if happens for them as well?

  • Can html5 be imported? So, probably a long shot, but could we import the html5 game and then export as android native?

    No, as far as I know it's not possible, but in a previous thread about the possibility of creating a c2 cap converter to another format, a Unity readable format was always the ultimate platform I had in mind. It would solve all the exporter wishes for C2 in one fell swoop, and the Unity ease of use problem. Unity is not some horribly difficult to use platform, but Unity is not C2, not by a long shot. Unity makes it possible for one person or a small group to make games. C2 makes it easy for one person to make games. Unity enables. Construct inspires.

    In this thread I show as an example/proof of concept, that by limiting the actions/conditions/expressions and objects you use, it's trivial to make something that reads from C2 xml and converts them to a target language(in this case, construct classic SDK flavored c++). Unity has several scripting languages available, javascript being one of them, as well as a C SDK to make plugins(for instance Unity analogues of Construct2's plugins).

    In the end, perhaps only a handful of plugins might be possible or worth translating, and the actual translation process would probably even necessitate some minor annoyances. Maybe you would have to import all your images into a unity project, and give them object names that correspond to your C2 project, or something of the like, and maybe load a special template C2 project to prepare unity to receive the translated script. Also, using this method, at edittime you would still be using C2's current renderer, and clicking the preview button would still give an html5/webgl preview.

    I know a few are probably a little tired of hearing it from me, but just in case there are a few other coders who are interested, I'd like to reiterate that this is a project I'd be interested in pursuing at some point. So just to put this in perspective again - I don't mean to make something that can translate everything, just a subset of C2's features. Each object and/or behavior would have to be handcoded into the translator. But imagine if in C2, you could make a cap that uses no behaviors, and only the most important actions from Sprite, Text, Mouse, and System. Then imagine being able to export to Unity's list of platforms: Unity Web Player, Flash, iOS, Android, PC, Mac, Nintendo Wii, PS3, and XBox360.

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  • yes, Construct 2 is ridiculously amazing, and if you've tried other game making packages, will probably seem too good to be true.

    there is a free version with more than enough to help you make your mind on the front page of scirra.com

  • Ashley, I know you probably did, but you may not have if you were in a hurry, but did you see this part:

        Remove the HTML entry point file.

        Create a Canvas object manually from JavaScript. If needed, substitute document.getElementById function calls by document.createElement("canvas"); or new Canvas();

        Put all your JavaScript in one file. Your whole JavaScript code should be in just one .js file.

        Create a zip file with your JavaScript file and game assets. The current version of CocoonJS only loads local assets.

    The following list shows all the HTML5 functionalities that the current version of CocoonJS supports. If you are using any other than these, you won't get the expected results but it doesn't mean your application won't work.

    Canvas API:

        drawImage

        globalAlpha

        save

        restore

        translate

        rotate

        scale

        transform

        setTransform

        fillRect

        clearRect

        strokeRect

        measureText

        fillText

        getImageData

        putImageData

        lineWidth

        beginPath

        moveTo

        lineTo

        closePath

        stroke

        antialiasing

        using dynamic canvas as a drawing texture

    Other APIs:

        OpenlAL based multichannel Audio

        Asynchronous Websockets

        Unlimited LocalStorage

        webkitRequestAnimationFrame, setInterval, setTimeout, alert

    Supported Extensions:

        Monetization

        In App Purchases

        Social networks integration

        Analytics

        Locking device orientation

        Suspend and Activate callbacks

        Automatic antialising and full screen scale

        TextDialog

    Next release:

        All path segments: bezier curves, elliptical arcs.

        Fill and gradients

        Clipping

        Blending modes

        Camera Extension

    You can check the source code of all the demos available in the CocoonJS Launcher. The demos show how to integrate a JavaScript HTML5 Canvas project inside CocoonJS and also how to use the CocoonJS extensions for many additional features like managing ads, social network integration with Facebook, text input and more.

  • Hopefully this isn't yet another exe wrapper that doesn't boost performance. Also, I just read through it quickly, but doesn't it say there's nothing to implement. Don't you just try the test wrapper, and then upload the zip for packaging when you're satisfied?

  • is there a way with the current sdk to change the coordinates for the vertexes of a quad in either canvas or webgl?

  • thanks again everyone. Release coming very soon:

    having some fun with spriter:

    runs much smoother when I'm not screenrecording:

    watch in Original or 1080p please if your PC and Bandwidth can handle it:

    I'm not sure if sprites that huge are a good idea on the web or for c2, but still pretty awesome :)

  • having some fun with spriter:

    runs much smoother when I'm not screenrecording:

    watch in Original or 1080p please if your PC and Bandwidth can handle it:

  • runs much smoother when I'm not screenrecording:

    watch in Original or 1080p please if your PC and Bandwidth can handle it:

  • I also have no problems running vsync in fullscreen mode.

  • What inkbot said

    also to make it a single action to set and keep it between 1 and 5

    set charselect=clamp(charselect+1,1,5)      

    to go right

    To go left replace the +1 with -1

    To make it cyclical with a single action, make it 0 thru 4 instead of 1 thru 5

    and use charselect=((charselect+5)+1)%4

    For right movement and replace (charselect+5)+1 with (charselect+5)-1 for left movement

  • Thank you everyone for your interest and purchases.

    inkBot - yes, this is a pro only feature called a Character Map. The version of the editor releasing soon will not include all pro features as of yet. All the plugin code is there to support it for the Construct Classic version, and for projects converted from the old spriter, those charmaps will work. It should be less than a month after this release before you start getting the extra pro features in the editor, one at a time. The first one, 'export to PNG', will be available in this release.

    As for charactermaps, your images will be divided into folders (manually on your hard drive. edittime folder management, or a virtual folder management system is on the todo list).   You could have one directory "/Robot Arms" and another one "/Human Arms", containing files with the same names that correspond to eachother. Each character map lets you specify any number of folders, and whether to display the images in that folder normally, don't display them at all, or choose an alternate folder to retrieve the images from when that character map is applied.   This allows for a wide range of uses. You could of course make a total conversion so characters could look completely different with a whole new set of sprites. But you can also make one version of each animation for your character, and have an event such as:

    On SpriterCharacter collision with ClothingFamily

    ----Set SpriterCharacter charmap to ClothingFamily.PVNameOfCharmap

    ----ClothingFamily   : Destroy

    Each charmap could specify folders containing those articles of clothing. So now your character has a hat, or a helmet, or shirt, or armor after touching the powerup, any number of sprites could be added removed. or replaced. All without having to touch the animation(either in the events, or in the editor).   

    There are several planned enhancements on the todo list such as having multiple charactermaps applied at a time, and also, I'd like to add Charmaps that are definable at runtime, so you could basically define a modkit with simple actions that allow the user to choose a different folder to grab the sprites from. This way they could make their own character models, or whichever things you want them to have control over. This feature will probably be available when the C2 plugin arrives.

    Also, eventually I'd like to add granular control like Replace RightArm.png with SomeOtherRightArm.png.