megatronx's Forum Posts

  • Hi,

    To be more precise, I have a cursor controlled by analog stick. Right now it can move in 8 directions, but I'd like to make it turning smoothly. What I'm after is moving the object at exact angle of the angle of right analog stick. Any clue how can I do that? Thanks

  • The whole point of For each is to pick only one object at a time - how would all be affected?

    Edit: only those items that have timed-out at the same time will be picked when entering "On timer". From there, For each will cycle just them.

    Oh, ok, didn't realise that, as I've been thinking linearly downwards. Usually I'd do For each first and then condition/s filtering the objects. AS an example:

    For Each, Boo = 1 would be the same as Boo = 1, For each , or if not, then why? Thx

  • Manual:

    [quote:2ghr2vne]On timer

    Triggers either regularly, or once off, after a timer that was started with the same tag has reached its duration. NOTE: this trigger can fire with multiple instances picked, if their timers all reach their time in the same tick. This can sometimes work unexpectedly if the actions expect there to be just one instance picked. The workaround is to add a For each condition after this trigger to ensure the actions run once per instance.

    It might be because of late hour here, but in this case, then there's has to be another condition that will lock out those that are not meeting the timer condition, right?

    Let's say you want to destroy object on timer. Number of them triggers simultaneously. What would you do to avoid destroying all objects (because of For each condition)? And now I know what was causing those random issues in my projects. And I wasn't expect this to be it, since it is counter intuitive.

    Ashley Hope that it is going to be fixed in c3, with stacking up objects.

  • I'm confused now too.

  • Also, similar issue with the timer. Since more than one can timeout at the same time, you need to cycle through them.

    http://www.blackhornettechnologies.com/ ... t_BHT.capx

    Oh man. More work arounds.

  • megatronx , the problem with C2 shadow-light system is that it doesn't properly support multiple light sources. With just one light everything works fine, but with more lights some artifacts are introduced, meaning gaps between the shadow-casting objects, even when they are perfectly aligned. One can build complex and very dense shadow casting shapes from smaller elements of course, but I am both skeptical and unsure if that will actually workaround the problem...

    I hadn't noticed the fog before, good call, this is indeed a nice graphical touch, can't imagine how one could do that in C2...

    I am impressed with how this game looks, it has simple but effective aesthetics! Thank you for letting us know about it!

    Yes, I know the shadow issues. Hopefully c3 will take care of those things! Ashley

    And yes the game look neat, and made me think maybe I should do something like this!

  • megatronx , indeed it looks like it, but was it really created with C2? Because I saw a

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    in a way that C2 isn't capable yet, without artifacts that is...

    Just watched that bit. yeah, you right. And it look like the shadows are cast from polys. Thought that could be imitated using small objects. But also there is that ground fog that reacts to the player. I can't think of anyway doing it in construct. So it's probably unity.

  • Have you seen Dark Mouse? It looks like it was made in C2 using this shadow technique

  • I myself would love some quality of life improvements on the UI itself, including the ability to see on the scrollbar where results of the search are located at and/or the results are highlighted.

    Ability to have an option to do a global search of all event sheets to see where a variable/search result is used/located.

    Other than that, I have nothing to add to the discussion.

    Basically, and I want to direct this to Ashley too, we all would welcome more practical stuff, that would make work easier and faster, more intuitive if you like, but also more flexible at places. Take triggers for example: they are grate, but having no ability to set a delay, makes for less smooth gameplay - sometimes you need that extra milliseconds to tighten things up. You can make a work-around with timer, but that means there is at lease several more events there to do per object type. And Imagine making a sequential movements, like for elevators or spikes. There is no way of grouping objects on the go, other then trough building up trees of events. Or Or even such simple thing like keys bindings. Work-arounds pile up and not always work great. So I'd really like to ask you to consider having events expanded, by thinking of more possible scenarios.

    As for editor, streamlined navigation will be nice, rulers would be nice, drawing masks, as well as collision masks in the editor itself would be great too. Ability to zoom preview animations is needed for low res games. Having easier way of managing object's variables is really needed thought - sometime's those variables are need to be used for long sentences of tokens. And speaking of sentences a proper text editing would be great too. There is panty of things to improve. maybe hireing a ux person with gaming background would help? Cause we need to stop with finding work-rounds; there is other software i use where there is a need to find a work arounds constantly. It takes away mountains from actual workflow.

    Also, as a side note, there is a problem with large arrays: they don't seam to be able to finish loops in a single pass. Sometimes it is needed to create a set of events that will select an area of the array before moving on to next one in the next tick, and this way it works faster! So I thought I'll mention that.

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  • 3d objects would be nice, but there are much more important features needed like isometric z-sorting and elevations, sprite distortion, level collision masks as well as images masks and more like streamlining the events system and editor, improved plugins with added features etc.

    here re also planty of suggestions already posted on the forums.

  • Good luck for your future projects. May I ask you that after a few weeks-months of ClickTeam Fusion, please come back and write your opinion about that engine compared to C2?

    And performance [is it smooth?]!

  • There are some random characters in the filename to help distinguish different users. It's normal and to be expected.

    Thanks for clarification.

  • > I think Windows sometimes shows that message for downloaded executables that it deems are "not commonly downloaded". Obviously when we first release a download, it's not commonly downloaded yet, so I think it needs some time to recognise that the file is OK. I'm a bit surprised it shows a message, the installer is digitally signed to prove it comes from us.

    >

    That makes sense, but I do wonder what "xifhf" stands for in the .exe name since I noticed the other versions don't have that. Thanks for informing me.

    That is very worrying. My file looked like this construct2-r221-setup_klfgf.exe and had same message, which I bypassed. Ashley

  • Yeah it's a shame it's inefficient, but non-power-of-two sprites aren't smooth or render as well as power-of-two when scaled/zoomed out. Sometimes quality matters!

    I agree.

    I think that Ash is working on something super innovative, that's why he's keeping things under wrap