nimos100's Forum Posts

  • I don't think I understand what you mean? You will always look through the camera. Why would you move it outside the borders?

    Anyway since im not 100% sure what you mean this might be way off, what you need But then you can just ignore it.

    But if you make the layout lets say 2000px wide.

    Then you make a check that "if player.X < than 200" then he cant move further that way, and then you do the same on the other side "if Player.x > than layout.width - 200". Then you would have 200 px on each side. Maybe then the camera can shake.

    Anyway as I said not sure its what you refer to

  • You can look at peoples profiles, those that have a lot of bronze, silver and gold dots. Then you can scroll to the bottom of there profile and see what they have done to get them and you can try to do the same. Other than that im not really sure. Havent paid to much attention to it.

  • However I meant to post a screenshot to show you how to do it, but my dropbox had a melt down. But got it working.

    But what I meant you could do was like this.

    It doesn't really help you to put the "Set text.." in an every tick, if it only updates once every 1 sec (60 ticks).

    A good idea I think is to use Variable objects instead of local and global variables. Because when you get a lot of them you will end up with a huge list, that you have to scroll through, which gets annoying.

    So instead you can just make a small sprite (16x16) and place it outside the layout and call it "Game_settings" or whatever. And then you add all the variables you need to this one instead. That way you can easily find them when you need them and you can use Booleans as well. Personally I rarely use anything other than those for global and local variables. And if you need them in other layouts, you can just turn the object global in the properties settings.

  • [quote:3v0i9pu2]I just tried putting everything into the same group, but it keeps not working (see capx). Why does the variable get reset to 0 anyway?

    Not really sure how to explain why it resets. But the way you can look at it, is that a local variable only keep the assigned value during a single cycle (tick) if its in an event. So at the end of the event the variable is "destroyed".

    For a function it only live during the function call. So if you call a function several times within the same cycle, the variable will still be reset to it initial value each time you call it.

    So its a "Use and throw away variable" where global is "Keep and reuse variable" that stays the same until you change it. So it will never reset to its initial value unless you do it manually.

    Not sure if that makes it easier to understand. But not sure how to explain it otherwise

  • There is nothing wrong, the reason it appears to not work, is because it gets reset to 0 all the time. You can see this if you run it in debug mode and pause it, and just keep pressing step.

    You have to move the "Text Set Text.." below the "set variable to round..". And optimal move the local variable to the top of the event where you need it.

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  • Might be because you are using Internet explorer as your preview browser. Try to switch it to another or Node-Webkit, and see if that fixes it. Its just a guess.

  • There is a shadow functionality in C2, however I haven't used it a lot, so not sure how it works. Its called Shadow caster and can be added as a behaviour to the object.

  • You shouldn't add the pin to object to an "every tick" event, Just pin it to the sprite during a creation event or start of layout event, that should solve it.

  • [quote:gdnop19o]I dunno the business strategy Scirra has and if C3 development is "the way" to reach other markets and platforms -therefore audiences - but if that is the case, there are plenty of options out there to maintain C2 and generate revenue out of it.

    I would be really surprised if they were aiming for the 3D market, C2 is really strong on the 2D and the ease of use. Going for 3D is a lot more complicated, and there are some huge players on that market, such as Unity. Also that would require another group of customers I think, as most people can use an image editor, but not that many I think is capable of making 3d graphics for games. But one reason to make a new one could be because Unity have not long ago added 2d to there's as well. But going for the 3d part, I think would end in a suicide to be honest, and think they would have announce that as well, if that was the case anyway.

    [quote:gdnop19o]No software is free of bugs and there are always things that annoy users or drive them crazy, there is no work around. Even a gazillion bugfixes can´t satisfy the whole human beings.

    But there is a difference I think, because its more than a bug. It would be like you not being able to type the letter "E" when using word. And Microsoft not fixing it, but instead suggested that you could buy the new version that might be able to do it. if I should compare it to something.

    [quote:gdnop19o]It´s exactly like you say, there are things that can´t be done easily or at all with the current version of Construct, so why should I invest 100 hours to make my 50PS car a 60PS car instead of taking 200 and build a 150PS one? I can definitely understand your point, but to me it´s more than time, to get away from this "workaround-needing-prototype" (sry Ashley ) and develop something really serious, that can at least try to compete with some major players on the market.

    I don't see C2 as a workaround kind of prototype, that needs to be replaced. Just pointing out that it have some serious issues, that I think should be fixed, and therefore I suggested the way I would do it, in a former post. Because if they want to compete on the market, the first thing they shouldn't do, is to "screw" there customers, not saying they are, just as a general thing. And even when they release C3, you have no guarantee that it wont suffer similar problems, and then you would have to wait for C4. I mean most people probably thought the same when they moved from C1 to C2. So just don't think they should leave broken things behind, they should fix it, announce that they will start working on C3 and get people to buy that, due to even better features than in the former versions. Otherwise its just "Well we kind of screwed up, but the next version is going to be fantastic just you wait and see." That is not really a good way to maintain customers in the long run if you ask me.

    [quote:gdnop19o]Well, just my two cents

    I don't take it personally, just sharing my thoughts

    [quote:gdnop19o]People with skill can actually make the games they desire with C2, without lowering their sights.

    Well if its broken or designed that way in C2 then its not possible, and if you want to make things that at least have a chance to compete. Such thing is definitely not going to help you.

  • nimos100

    Of course regular bugfixes are important, I never said something different. Every company should do it and most do it already of course. Scirra as well....for about 4 years now, since C2 was first released in 2011... half a decade ago. There is just a time, where you have to throw out something new and fresh, even your old system works.

    4 years might seem like a long time, but if you think about that C2 have been developed over this time period, meaning that a lot of features weren't there when it was original released, but have been added over time. And is usual done by entering a test phase, and then added to the stable version, and that's really cool I think, as C2 continues to evolve, and most of these things are very useful, like the "auto fill" for function calls etc. And bug fixing these is required and are done.

    But some things in C2 is broken and is not in the category of being bug fixing. Such as it using a single collision mesh, which you can't work around. And will make a huge range of games impossible to make.

    For instant making a RTS game with different types of units that uses path finding, and that should collide against different things, will not be possible. To me this is a core element of game creation as a huge amount of games requires reliable path finding, so it will limit the things you can make. And reporting this, I know its not easy to fix due to it being designed that way in C2. But to me fixing something like that, is a whole lot more important than making sure you can export to yet another OS, or that you can hook up C2 to an external image editor, which is nice. But doesn't solve any major problems.

    New users of C2 will most likely have no clue what im talking about, which is understandable, but at some point they will run into problems like this, because stuff like this is what is causing the real problems, when you get experience with C2. Where as having to use an external image editor might just be a bit annoying for some.

    And that is what I mean with it not being encouraging to buy C3, if such important parts of making games is just left broken, with an impression "that it doesn't really matter, we just make a new version". But I might just vent, as C3 is not here yet, and really think in general that Scirra does a very good job at improving C2. but on the other side, I just can't ignore that it have been broken for as long as I can remember since I noticed it, and I got C2 in 2012.

  • Every now and then you need to bring something entirely new or you´ll get fuc**** by the market. Imagine Apple would improve their iPhones all the time, instead of bringing out a new version every now and then. Nobody would buy an iphone 3SSS.

    Throwing out a new software will definitely give them a flood of sales by us, the current userbase, as well as a hype for new ones, cause of the exitement a new engine release will cause.

    Never forget that it´s not always about the current users and a community near working....sometimes it´s about marketing and money.

    PS: This shouldn´t sound like Ash and Tom being cruel business vamps^^ It´s just that there is so much more in leading a company than just the product!

    If Apple released a Phone that would crash every 3 call, so you would have to restart it, and didn't care to fix it, and just released new Phones instead, Apple wouldn't survive long. So ofc Apple should keep releasing new ones, but if they want to maintain the customers loyalty and a good brand, they need to fix any problems that there phones might have, before just releasing new ones.

    Personally I don't care about what reasons they have for making a new version, that's up to them. But to me the main reason why C2 is so popular is because of the ease of use. That part of C2 is in my opinion almost spot on, compared to other products out there. So what is needed to really put C2 apart from the rest, is that its does what its suppose to better than any other product out there. Here im not talking about, image editor and stuff like that, but the core of what makes it possible for people to make any type of 2D game. And in that sense C2 is not really doing what I think it should, some of the other products have some really nice features as well, that are not in C2, and C2 have some that are not in those. So the main issue i think, is the quality and functionality of those features, rather than the total amount.

    But to me Scirra would be better of, if they plan to release a new version, to stop adding new features and instead fix those that have already been added and is not working correctly. That way the current users wont feel like they are left with a broken C2, and are aware that Scirra is not going to add new features to it, but instead want to focus on a new version. That way they are a lot more secure that they maintain the loyalty of there current user base. And its a lot cheaper to maintain that, than having to get new customers to replace them.

  • I hope so, however I love C2 in general, but I have a bit concerns with C3 to be honest. Reason being that I feel that even though C2 is easy to use and a lot of things keeps getting updated and new features added. There are still a lot of issues hanging around, that doesn't seem to get improved or fix, or reaching the point where they should or could be.

    Meaning on the surface there seems to be hardly any limit to what you can do, but the moment you scratch the surface, a lot of the main elements that are needed to make certain types of games are simply not possible. Which starts to get annoying, that its such things that decide what you can do and not do, rather than a lack of imagination.

    And personally for me, whenever there is an update, I hope some of these issues are being addressed, but instead its normally just new features, which ofc can be useful. But makes little difference if the main problem is found in a broken/bugged part of C2, that prevent you from doing something regardless of any new features.

    So seeing that C3 might be on the way, will most likely mean that C2 will be left in a "broken" state. Which at least to me doesn't encourage me to buy C3, even though it might not be true, I think it gives the impression that they are not all that concerned about quality and good functionality, compared to amount of features, that can be added to a list of things you can do, just as long as you don't really need them.

    Personally I see little point in the importance of supporting every single operating system in world, if core of the program, doesn't allow you to really do what I guess most users enjoy when using C2, which is to make and design the games you like, the way or as close to the way you would like them to be.

    So I will watch C3 come a long with great concerns for C2

  • There are missing quite a lot as to making the tiger attack, meaning you have no attack event or attack animation in the game

    So Ill just show you how to get to the point where the tiger stops, and you can create the attack event and animation. There are some things in the game that you don't really need as I see it, but if they serve some other purpose later on you can ofc just leave them.

    But I would remove All the behaviours on the tiger, except "BoundToLayout", "Solid" and then just choose one of the movement behaviours. I kept the platform behaviour for this example.

    You don't really need Every tick as C2 will do this automatically. Also Putting the "Set Fullscreen scaling to high quality" you should just do in a "Start of layout" no need to do that every tick.

    I have removed your movement action and replaced it with the platform simulate control, the speed of the tiger you can just set through this behaviour.

    The next event, is when the tiger gets close to the player it will stop, if the player moves away it will "follow".

    So you can add the attack animation and whatever else you need when it attacks here. You will need to add some kind of cool down to the attacks and ofc fix the movement, if the tiger is suppose to move in both directions etc.

    Anyway hope it will give you an idea of how to continue.

  • Think you need to supply a bit more information. When you say tile game, you mean tilemap? or do you mean sprites that moves based on a fixed ratio, so it appear as if its tiles?

  • To fix it you have to do two things.

    1. For your zombies in the bullet behaviour you have to put "Set angle = No"

    2. In the event "Zombie has LineOfSight to player" you need to replace the action "Set angle toward (Player.X, Player.Y)" with the action "Set Bullet angle of motion to angle(Zombie.X, Zombie.Y, Player.X, Player.Y)