PixelRebirth's Forum Posts

  • Seems like there will be some exciting possibilites on the horizon pretty soon!

    Appmobi even mentions Construct 2 on their site btw: http://www.appmobi.com/index.php?q=taxonomy/term/10

  • Good list. Seems to be missing lucid's file dialogue plugin though.

  • When I click preview, it basically freezes C2 with a little window saying "Starting preview". But of course nothing happens.

  • I was working with r53 for a bit just now and unfortunately it happened again. At least I have a hunch now what triggers it.

    When I make changes to a project, then close Construct and click on "Don't save" in the appearing dialog, the exe seems to remain and can't be terminated anymore. Restarting Construct 2 will work, but one can't preview anymore as mentioned.

    Not 100% sure that's what causes it for me, but at least it just happened that way.

  • I admit that the concept of a completely open handheld console is somewhat intriguing.

    What's a bit weird to me is that they say their target demographic will be children ages 6-12. Which makes some sense, cause older teenagers are very likely to have a mobile phone, which they probably use for quick and dirty gaming on the road anyway.

    But how do the games exactly reflect that demographic? They talk about new, more powerful 16bit games. While the games that are on display seem like random hobby creations for the most part, which are thrown together by an individual in Gamemaker. The whole concept seems to more likely fit a cheap console for nerds, where one can easily develop games and share. I mean it's even called inDie, right. So yeah, I can see the proximity to Game Park handhelds inkBot implied.

    The whole idea of giving away the console with happy meals and cinema tickets would potentially make it interesting for companies I guess, and does in fact fit the kids console pretension. Although I have to say that a basically disposable console like that would also be a very wasteful thing.

    If this really is going to see the light of day and won't disappear right away either, a C2 exporter would indeed be intriguing like Jayjay mentioned. It's also a desired feature according to their FAQ: "In the future there may be even easier opportunities for game development, such as a mouse based editor. (think RPG Maker)". If that's ever gonna happen, it should indeed be Construct.

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  • Ah my bad then, looking forward to the next build! <img src="smileys/smiley9.gif" border="0" align="middle" />

  • I've added these for the next build:

    find, replace, left, mid, right, tokenat, tokencount, trim

    ('remove' is just a 'replace' with an empty string.)

    Did I miss any?

    That's very awesome Ashley! I believe you covered all the important expressions there. Maybe uppercase and lowercase would also be desirable for certain tasks.

  • I miss them. There's so much one could do right now with precious expressions like

    find, remove, replace, left, right, gettoken, mid...

    I only noticed that there was the expression len to get the string length so far.

    Several engines I did in Classic could already work in C2, if only it wasn't missing some of those expressions. I suspect it wouldn't be too laborious to add, so let me carefully ask: will we see more text expressions soon?

  • Recently I have been more active and working quite a bit with Construct 2. Most of time I get to a point where I can't preview the project anymore and I found out that it was due to multiple Construct2.exe instances still running, and unfortunately they cannot be terminated through the task manager (or some other software I tried).

    Sometimes I suddenly have up to 7 instances sitting there, eating away at my RAM. This is very annoying, since one has to restart the computer in order to fix the issue. Anyone else got the same trouble or knows what might cause this? If this is a known problem I totally missed it so far.

    I'm using Windows 7 Home 64bit btw.

  • Pretty amazing stuff, well done!

    Have to toy around with this some more.

  • Cool idea for a little app.

    Only gripe I have is that the slider handling seems pretty glitchy. It works better if you just use Drag and Drop behavior (horizontal) and one single always event that clamps it.

  • You can "store" an instance in a variable by storing its unique ID (UID) in a number variable. To get it back, you just use a 'pick by UID'.

    You can also reference an object type simply by storing its name string in a text variable, but I'm not clear what you would want to do with that.

    Similar techniques work in Classic. It's an interesting idea, but I'm not clear what it would allow you to do that you can't do with the above. How exactly will it work with the SOL/picking algorithms?

    Fair enough, I think for most uses this would work perfectly well and using PVs with UIDs is being done in CC quite regularly, you're right. Maybe I was overthinking the matter.

    Also these features exist in S not with simple variables, but one-dimensional arrays, which is a different story. Like iterating through a specific list of objects easily or saving/loading levels with a custom editor.

    Maybe that's what should have been my intention with this thread: how about the superstructure kind of arrays/functionality for C2? <img src="smileys/smiley9.gif" border="0" align="middle" />

  • I was wondering if there were plans to have variables that aren't limited to numbers/text/boolean, but can also hold objects and objecttypes.

    For Construct Classic you can basically do this with lucid's S plugin and I think it's an incredibly useful feature and therefore should be built-in.

    I didn't follow C2 development as close as I should have, so chances are I might have missed discussion about this matter. Feel free to enlighten me. <img src="smileys/smiley9.gif" border="0" align="middle" />

  • Do you mean other objects should only collide with the actual pixels of your sprite, but you want the complete bounding box area to be clickable still?

    It would probably be the easiest way to just use another invisible sprite/box object for the bounding box area.

    If you meant something else please do clarify.

  • Under properties you can set 'Collisions' to 'Bounding box'.