Prominent's Forum Posts

  • I have a 9patch that is part of a container with another 9patch and a spritefont.

    I have 25 layers, and a container on each one.

    In the events I pick the 9patch by checking if it is on a layer.

    When one is picked, the other objects in the container are also picked.

    now..

    I want to be able to have 25 different looking 9patches.

    It would be simple if I could just store these in different animations/frames. I would simply set the animation/frame in the editor.

    Unfortunately I can't do this.

    So, the only way is to create 25 9patches.. but they need to be in a container too! So each of those have to have another 25 other 9patches and 25 other spritefonts!

    Not to mention that I need 25 times the number of events! because I can't put them in a family. If I did, I would need to put the spritefont and other 9patches in other families too, and then pick each one based on the other that is picked.. so it creates a mess of events!!

    This is all because I can't have 9patches with animations/frames..

    The same can be said of tiledbackgrounds.

    Ashley

  • unfortunately, I still need this.

    2 years later no solutions.

    I truly believe that if they were to take 6 months to a year and use that time exclusively to try to make a really good game using their engines, it would completely change their minds on what is really needed in comparison to what is currently being offered.

    Absolutely. I think they'd come to some big realizations if they do that. I get the impression they just don't have that kind of understanding one naturally develops when spending lengthy amounts of time making games.

    That's one reason why I'll be trying Godot 3.0 when it is available- godot was developed by game developers, and it'll also have visual scripting in 3.0

    Godot 3.0 stable version is estimated to be released sometime in July.

    I agree with everything said for the most part, but I also want to mention that Construct2 is the only tool I've used where I've managed to actually finish a game. I've used countless other engines,editors,libraries, etc and never finished anything with those. Although to be honest, perhaps that is part due to being younger then as well as other influences getting in the way. Anyways- Construct is a tool that I feel allows me to get closer to my goals, compared to other options.

    Now that said, I do feel concerned about how I would expand my goals. The reasons for those concerns are already mentioned by others in this thread. If things don't improve then I'll be forced to look at other tools that may be progressing closer inline with my goals.

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  • Browser.ExecJS("eval('" & yourString & "');")

    I think that will return a string with the evaluated value. And then you can do:

    Browser.ExecJS("!isNaN(""" & value & """);")=1?float(value)%1<>0?float(value):int(value):value

    which will give you it as either a float,int,or string if it isn't NaN.

  • I might also add that (asked by several people as well) the lines next to the events on the event sheets really helped the eye to follow which events are indented in C2. I see no reason why they were removed. It just makes it harder to read the visual code.

    Yes, I find it quite useful at times to look at the lines to help trace to the parents of sub-events if they are part of a long list of events that requires scrolling through the sheet. Being able to track the lines as well as count how many, helps understand the placement of events.

  • I was thinking they would make the free version actually usable with Construct 3 since it costs so much more, but I guess I was wrong.

    You would think they'd allow more events like 200 or 300 so that people would become more invested in their projects. If you spend enough time to use up 300 events, chances are you have begun to actually make something that you want to continue developing and then at that point paying makes more sense.

  • I would like this too.

  • I will support it, because that money will be used to fund Construct's Team to continue building on it.

    I agree for the most part, however this makes me look at all the times people have requested new features and also the response scirra gave to those requests. Based on all of it, it draws a picture of what scirra wants the end product to look like. From my perspective I get the feeling that scirra has settled on the stuff that is already within it and aren't looking to improve or change those parts that much. I think what they focused on most for c3 was how to make it work in a browser- and during this process there were things they could add that made sense to have because the browser let them have it- like css and fonts, etc. Were these things stuff that they wanted to add before the idea of a browser editor? probably not.. Basically, I get the impression they are satisfied with what construct is before the idea of putting it in the browser.

    I could be wrong, and maybe they have some goals for other ways to improve construct- I'm still waiting to see what those are. What will the sdk be like? How will they move forward with development of C3 after bug fixes are mostly solved? There is still plenty of things to look forward to, but we don't know what they are yet- at least I don't.

  • I haven't been able to test c3 yet, but what you are describing concerns me a lot. If you have to keep clicking back and forth, that sounds terrible. That makes it sound like the animation editor has become worse than c2.

  • hm, interesting.. I can't imagine doing that for everything. I guess it would depend on the type of game it is.

    But even so, a family could still be useful; example:

    +pick sprite by evaluating sprite.familyVariable = "red"

    +pick family by evaluating family.familyVariable = "blue"

    --+sprite is overlapping family

    ----+sprite.familyVariable = "purple"

    ----+family.familyVariable = "purple"

  • I started animating in programs like EasyToon and TISFAT over 10 years ago, and since then I've used every commercial, hobbyist and niche animation software, both 2D and 3D, I could get my hands on.

    That editor has the best UI I've ever seen. Please for the love of God someone make this work with C3.

    I went and tried this because of what you said, but I found it really difficult to use. There are a lot of things with the UI that don't work that well for me. Also, the animating is very confusing. Someone like me that has never done this sort of thing will be lost, because a lot of it isn't self-explanatory.

    The examples look cool anyways.

  • Yeah, it definitely is nice to figure out ways to reduce the number of events. The more I put effort into doing that, the more I come to enjoy organizing my events and in extension the whole game development process improves.

    I'm also resorting to using more functions too, and then minimizing them so their events don't take up space.

    Also, one thing that I always try to do is put my behaviors onto Families. I rarely put them on single objects. I also try to put instance variables on families too instead of directly on the objects. That way I can compare two object instances by referencing one from the family.

  • Can we get a checkbox in all the picking conditions that does what the "pick all" condition does?

    I really hate having to add a condition to pick all everytime I need to pick something. Having the pick all condition is great, but it would also be useful to add that option directly into the other picking conditions to help tidy up the eventsheet and make it more readable.

    Then instead of it reading "Pick object by evaluating" it could be "Pick All object by evaluating"

    I'm not asking to get rid of the pick all. I just would like it added to all the picking conditions to prevent redundant conditions.

    Ashley or someone.

  • I want to try the editor, but I can't yet.

    Seriously, I want to love it- but I have to wait several more months or more, unfortunately. But the good news is that most of the bugs will be sorted out by then.