RayKst's Forum Posts

  • Great job ! C2 is just getting better and better ! C2 has brilliant future ahead of it

  • Yeah i much prefer Construct system. More flexible than that only raw code

  • Add tilemaps support. Like importing a tilemap, selecting and area of tilemap image and drawing it on scene like a pencil , etc. Would involve some substantial rewrite of map editor and other things though.

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  • This is a great day , thank you guys. I'm even more motivated now to contribute with something for Construct Classic

  • kiyoshi: can you explain what happens?

    Sure :

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

    Construct 2 Check failure

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

    Check failure! This is probably a bug:

    Project still marked as changed after save

    Condition: !project->IsChanged()

    File: Construct2.cpp

    Line: 1406

    Function: bool __cdecl CConstruct2App::SaveProject(class Project *)

    Build: release 33 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    This happens after doing the steps like i've mentioned

  • One small bug difficult to catch , to reproduce it : Change any property of an object. Unfocus . The save button will activate. Then change it again and without unfocus click on save.

  • Great job. One thing i noted just now : There's no nearest / point filter yet on editor ?

  • 60 fps on Chrome 10 . No problem here

  • How i did:

    Edit this key on Regedit:

    HKEY_CLASSES_ROOT\SystemFileAssociations\image\shell\edit\command

    with ( example) : "E:\Programs\Paint.NET\PaintDotNet.exe" "%1"

  • Yeah the guy surely is a master

  • Ok, nice

  • Had a problem: Deleted a sprite , from scene , then from object types. Closed the project . When reopened it crashed : The event related to that sprite was not erased, so C2 complained that could not find it. Did i do something wrong when removing the sprite ?

    Other thing : C2 sometimes crashes when changing active layer : Something about properties refresh.

  • Basically there's two ways of setting up an animated sprite : importing separated images, while the engine assemblies them internally in a spritesheet storing the frame rects , or importing a spritesheet and and finding these frame rects either manually by the user, or automatically by the engine. I don't know if old C1 already did it this way exactly . But from what i remember , the spritesheet importing part wasn't very flexible since you could only define a fixed frame rect like 32x32 to cut the spritesheet.

  • Just tested it. Awesome !! The new drag and drop of sprites is very convenient and a huge time saver. The new 8 direction behavior is very nice too with smooth turnings and rotations ,

    well done

    Had a crash once when i had the active layer blocked, then drag and dropped a sprite, when tried to change it's layer to a non-blocked one it raised an exception. But couldn't reproduce it after trying again. It's something isolated so it's not critical. Great additions , waiting for animated sprites

  • Most wanted for me:

    Basics done , animations and etc.

    WebGL exporter (damn microsoft )

    Direct3d or OpengGL exporter