Prominent's Forum Posts

  • depends on the type of game.. if it's a game that can easily be cloned, then it probably will be if it shows any signs of success. If it's a game that takes months and months to recreate, then you're already ahead of other people, and if your game is successful, then who cares about the imitations- people will want the original.

    Making easy quick simple games just makes it easy quick for others to copy..

    So in other words.. the simpler it is, the less can get in the way of others cloning it..

    the more complicated it is or time consuming to make, the more gets in the way, and people that spend considerable amount of time on it would probably want to personalize it a bit and not copy everything.

  • ah, I see. I kind of figured that would be the case. Anything that helps not having to pick an object would be great.

  • Layout coordinates would be more intuitive I think. If it is relative to the objects, you might be forced to choose the object and do something like obj.x + joint.x if you need the layout coordinate.

    If it is already in layout coordinates, you won't need to pick the object to do that- and if you need a relative position, you'd more likely want to pick the object anyways.

    so, yea I think layout coordinates would be better.

    edit: I'm wondering if you need to access the joint through the correct object it was added to? Might be limiting if that is the case. Would be good if you can just find any joint regardless of which object is calling the expression.

  • R0J0hound , thanks! I'll let you know if I come across anything else.

    I'm wondering if it is possible to have an expression that retrieves the x,y coordinates of a joint given its' tag? Would be useful since I have to use instance variables to record where I placed the joints, but if I could just find them based on their tag, that would be less complicated I think. What do you think?

  • R0J0hound , I think it has something to do with imagepoint 0. The joint gets added correctly to imagepoint 1 if imagepoint 0 is in the center of the sprite, but if imagepoint 0 is off-center then it doesn't work. Maybe the resizing isn't taking into consideration where imagepoint 0 is.. or something like that.. Hope that helps you figure out the issue with it.

  • R0J0hound , There's an issue with resizing objects and then adding joints- the joints aren't added at the correct position. I've attached an example.

    Hopefully that can be fixed- I don't really want to put a Wait event whenever I want to add a joint.

  • Tokinsom , I'm not sure what you're talking about, but if it matters that much you can always contact people directly if you don't want outside opinions or feedback. Getting everyone on the same page is usually impossible. So I'm not really sure how to respond to that.

  • Tokinsom , I'd like to see an option/feature for Tilemap instances to auto-update if tmx files change is all I'm saying really.. It would help my workflow.

    What's wrong with wanting that?

  • also, here's an error I get when I try to add a joint on post collide:

    TypeError: Cannot set property 'tag' of undefined

    at Acts.addPinJoint (http://localhost:50000/rojoChipmunkBeta ... js:7566:13)

    at Action.run_object (http://localhost:50000/eveng.js:1839:10)

    at EventBlock.run_actions_and_subevents (http://localhost:50000/eveng.js:929:38)

    at EventBlock.run (http://localhost:50000/eveng.js:886:9)

    at EventBlock.run_subevents (http://localhost:50000/eveng.js:994:11)

    at EventBlock.run_actions_and_subevents (http://localhost:50000/eveng.js:933:8)

    at EventBlock.run (http://localhost:50000/eveng.js:886:9)

    at Runtime.executeSingleTrigger (http://localhost:50000/preview.js:4565:10)

    at Runtime.triggerOnSheetForTypeName (http://localhost:50000/preview.js:4484:16)

    at Runtime.triggerOnSheet (http://localhost:50000/preview.js:4416:13)

    at Runtime.trigger (http://localhost:50000/preview.js:4393:12)

    at mypostSolve [as postSolve] (http://localhost:50000/rojoChipmunkBeta ... js:6441:12)

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • shinkan , it's about resource management- it doesn't make sense spending time developing features for a tilemap editor when there are already tilemap editors that provide all those features and more. The best solution would be to make the process between them more seamless- making the tilemap instance's data update automatically whenever the tmx file changes outside the project, or something like that.

  • Tokinsom , I'm just exploring some alternative solutions that could be useful. Some people may need to use Tiled, and a way to update the tilemap in construct more fluidly would help. No need to get sensitive about what ought to be done- Ashley makes that decision, so until we hear from him, all this is is an open discussion.

  • got this error when I tried opening construct..

    can;t open project now since the behavior doesn't load.

    ---------------------------

    HTML5 exporter

    ---------------------------

    Unable to load behavior in 'C:\Program Files\Construct 2\exporters\html5\behaviors\rojoChipmunk\': Javascript exception in file 'edittime.js' line 171: SyntaxError: Unexpected string

    Code line:

    or Polygon. Circle and Segment are the same as None with tilemaps."", "setCol

    Stack trace:

    SyntaxError: Unexpected string

    This behavior will not be available in the editor.

    ---------------------------

    OK

    ---------------------------

    if I remove the extra " it works.

  • Tokinsom , Ashley has already stated that he doesn't want to expand features of the tools if there are other tools available that can do the job. What I'd imagine being a solution to this, is have a button that reloads the tmx data whenever you make a change to it, so that you don't have to browse for the file and then pick the layer in the tmx file everytime you make a change. Even better if it were done automatically if changes made.

    This would solve the workflow/debugging issue without resorting to creating new features for a map editor.

  • you can import Tiled data dynamically at runtime into a tilemap object.. so I'm not sure what the issue is.

  • but.. the issues you said about Tiled aren't true.