Prominent's Forum Posts

  • anyone else having to keep logging in all the time?

    Was about to suggest that the game jam be related to benchmarking somehow, but it feels like I've said that before.

    I have a feeling the gamejam will be a disaster- using a buggy/untested product isn't going to go over well with people who want to make their games work in a short period of time.

    I don't believe c3 will be usable by serious devs for at least another 2 years - runtime re-write anyone?

    I have a similar feeling, but for different reasons- They are using the latest browser tech which isn't supported across all devices/computers. So it might take a couple years for everything to balance out. It's a good strategy for Scirra if they want to get a headstart, but I think it just means that for a while it's going to be messy.. Not everyone is going to have the right setup to use C3.

  • faulknermano , That isn't the issue. If you change the second start of layout condition to a on key press, it will still show the text change to bug.

    capx: https://1drv.ms/u/s!AhHSZHEulqh_ggFf7IjdZMjb7GMP

    The point is that it shouldn't run because there are no instances that match all those conditions.

  • You'll have to resort to using some other method to check whether the character is standing on a slope if you want it to act better. Maybe try using "overlapping at offset"?

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  • anyone else having to keep logging in, even if they checkbox to stay logged in?

    it's starting to get annoying.

  • uploaded fixed version..

  • Thanks!

    justifun , I uploaded new version that includes ability to specify the imagepoint. Also added "Enabled 2" option to the x,y, angle properties if you want to disregard initial distances/angle offsets.

  • If you can't think of a reason for something, that doesn't mean nobody will think of a reason.

    I can think of a reason of using it. The reason is to count the layouts.

  • There's no layoutCount in the system expressions for me.

  • I know that the aliasing can look different depending on the browser (I've experienced this sort of thing too). My guess is because they might be using different algorithms to handle certain rendering/transformation processes. Maybe someone more knowledgeable about it could give their take on it.

  • lennaert , I was using a general global sprite with variables for a while, but for my latest project I'm using a "master" sprite for each part of the game; dialogMaster, menuMaster, etc.. I put them in a family and give the family a state behavior. I'm using those to control which parts run. It seems to be working well.

    I'm finding that it becomes easier to expand things when I separate stuff and not try to cram everything into one object or family. If I try to cram stuff together, that just encourages more of that and it becomes a mess.

    But since I use more objects now, I also make sure to use folders to organize them all.

  • justifun , That's a good idea- I'll have to look into that and see what can be done.

  • Yeah, if I use a lot of eventsheets I forget to include them sometimes. The thing I dislike about event sheets is the limited amount of tabs that can be shown in c2- so it makes it difficult to flip through them if you have too many open. But they are definitely useful.

    I'm also learning that it is good to use separate arrays for specific things instead of mixing different things in one big array. By having smaller arrays that are designed for one use, you can also name it more appropriately, and it is less confusing to retrieve data from them, and also store data (you don't have to keep track of which index stores what, etc).

  • Thanks for the suggestions!

    I like the idea of organizing the functions alphabetically.

    I've been minimizing everything recently too. It definitely helps traversing through a project.

    A comment for function parameters is a good idea- I'll have to remember to do that.

    I too am trying to find ways to prevent code from constantly running. At the moment, I'm creating a blank project just to see if I can come up with some generic system that will encourage that. At the moment I'm thinking I'll have a set of groups that run continuously, and then a set of groups that can only have one group from the set active at a time. Then I'm going to try to put stuff that needs precedence(they should be the only thing happening) into that group set. Still experimenting with it, but I hope that it will prevent things from becoming entangled- so that I can keep adding more without concern with breaking something.

    One thing I've used more are local variables in groups, and setting them static so that they don't reset their values. I use to have the habit of adding variables to objects, but now I try to limit those whenever I can.

  • Hey, so I've been spending time trying to figure out what the best way to manage game states are as my projects become larger.

    So why not put the question out to the community and see what everyone's opinions are on how to manage your game states and keep your projects clear and concise.

    For example, do you use groups to separate game states? if so, how do you manage them? Do you have any organizational patterns for your groups/events, etc?