Prominent's Forum Posts

  • yeah, being able to specify in the events where behaviors tick would make the most sense. It's ridiculous that their order changes like this.

  • If you aren't making anything too complicated, Construct is good. If you intend on making something fairly complex or medium scale, I would shy away from Construct.

    My reasoning is based on a few things:

    As your project becomes larger it becomes increasingly difficult to organize and manage your events, assets, etc. You have to be sure to plan everything out- so you'll need to be very adapt at construct in order to perceive potential issues down the line in development so that you can avoid them. This is the case with any engine, but construct has a very unique framework that you have to deal with, and it is often not suited well for organizing aspects of your project.

    Performance doesn't seem to be that great for older hardware. I haven't tested anything on any new hardware, so I am suspicious of that too.

    There may be a lot of gotchas or limitations, or bugs that you might come across that you may not normally have with other engines- and this is due primarily to the way Construct was designed, so you won't have any way of solving them. Or you may have to wait a long time for fixes.

    On the other hand, there are a lot of good qualities that Construct has, with good reasons for using it. If you have lower expectations, you can find comfort in the ease of use the editor has, and be capable of creating a lot of different stuff fairly quickly. If you become more adapt at it, and understand what to avoid, you can realistically create a small to mid-size game that runs fairly okay. I've never seen a game made with construct that I would consider "large."

  • Store a value that represents whether you've pressed the key during the animation. Then check the value when the animation finishes- if it is set, then continue to next animation and reset the value. If it isn't set, then don't continue attacking.

  • alright, here's the link:

    https://construct3.ideas.aha.io/ideas/C3-I-172

    and for the behavior, in-case anyone is interested:

    Cnds.prototype.CompareTilesAt = function (tx, ty, cmp, t)
    	{
    		var tile = this.inst.getTileAt(tx, ty);
    		
    		if (tile !== -1)
    			tile = (tile & TILE_ID_MASK);
    		
    		var tileArray = t.split(",");
    		var tileCmp = false;
    		for(var i=0; i<tileArray.length; i++){
    			if(cr.do_cmp(tile, cmp, parseInt(tileArray[i]))){tileCmp=true; break;}
    		}
    		
    		return tileCmp;
    	};[/code:1pyao95e]
    as far as I can tell from my own uses, it works well.
  • yeah, that's an option, but still is not adequate in my opinion.

    In my case, I just added the ability to specify multiple tiles via a string "0,1,2" to a custom Behavior (I created a behavior where I just add stuff that is missing from c2).. So now I can do it in a readable fashion. This should be made available by default though. I submitted the suggestion to their suggestion thing.

  • There definitely should be a simple way to provide multiple values to check. I've needed this in the past numerous times. Current methods aren't that satisfactory for me due to the complexity it introduces to the eventsheet. :\</p>

  • hello

    make games is wassaup

    yeah... just because a subscription model is becoming more common, it doesn't mean that it is the model everyone will use in the future- it just means that the new model has become more accessible to those interested in applying it. Whether it works for them and is suited for them is another matter. Markets evolve, and new products emerge to fill gaps that get left behind by others that no longer fill them. Construct appears to be changing direction in some way, shape or form- so it's a matter of time to see how that turns out and how everyone acclimates themselves to that. Hopefully it turns out for the better.

  • another option might be to copy the solid behavior files into a new behavior and modify them so that it works in the way you need it to- assuming it can be modified to work the way you need it to

  • ..there's also this page that I have bookmarked, which has a lot of useful information:

    http://www.metanetsoftware.com/technique/tutorialA.html

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  • Sounds like you just want to deal with calculating collisions yourself. If that's the case, you could probably just search online for general info on how to do this since a lot of developers handle it themselves in other engines, programming languages, etc.

    I haven't done this sort of thing in a long while so I've forgotten a lot. I think you just need to start anywhere and keep digging into it since there is a lot of material online..

    here's what a quick search found me: http://noonat.github.io/intersect/

    If you do figure out how to do it, I'd be interested too.

    In a way, the community provides a service to scirra. We find bugs for them as well as create educational content for their product, we also create plugins and behaviors that improve their product. Can Scirra start compensating us for this service that we provide?

    I doubt scirra wants to do that, they prefer getting it for free.. hmmm..

  • My guess is that the cursor uses css to change the appearance.

    something like:

    .custom {

    cursor: url(images/my-cursor.png), auto;

    }

    And doing a search, there doesn't seem to be a way to rotate a cursor image using css, unfortunately.

  • newt , When an object that is part of a container is created in an event, all the other objects of that container get created as well. So you can immediately reference and work with the created objects. However, in this example it throws an error.

    btw.. just noticed that if you restart it, sometimes there is 1, 2, 3, or 4 arrays..!?

  • Btw, I found this bug because I discovered that objects in the container weren't being picked when the array was picked. Or it wasn't picking the correct objects associated to the array..

    So it seems like a pretty significant bug- was very frustrating trying to figure it out.

    When I tried to modify the array when one of the container objects is created, it produced an error- so maybe that will help fix the issue.

    It might only happen when it is dynamically created at runtime.. I don't think it happens when objects are setup in the layout. but I'm not sure.