Sethmaster's Forum Posts

  • Giving this a bump since an option to shut down that notification shouldn't be too hard and you obviously need it.

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  • IMO, Spriter is better and cheaper though.

    It run faster and lighter during gameplay too.

  • If you want to use wait using game speed, just use tick along with it instead of using a flat number.

    Example: Wait (1*dt) meaning wait for a single tick.

  • MadSpy, where/how to create steam uninstall script? I don't see anything in the steamworks pages to do that, and no information anywhere on how to do it.

    Read the page where the instructions on making install scripts are more carefully.

  • I agree that a more robust tilemap function in C3 will be incredible, especially in reducing object count for background sprites.

  • You can decide which initial animation and which initial frame to show on the layout on the using the properties sidebar for the sprite in the editor.

    As a suggestion if I may, you might want to download Construct 2 manual so you can glance through it once in a while when you have questions or the time. It will help answer some of your unanswered questions and speed up your workflow.

  • I made one for gamepad first for my game and later a mouse control schematics for it too. Keyboard utilize the nearly the same schematic as gamepad does but with the significant difference of customization. It's is actually pretty hard initially since I have to slowly iron out the bugs and make it smooth to use with little prior experience but all later changes (including mouse implementation) is done in a few days due to better understanding of how to design a gameplay flowchart (as in if the player press this, this does what? sort of thing).

    Controls schemes aren't that hard to do considering most games don't suddenly change their gameplay and most don't do RPG. Obviously, fighting and brawl games have to include timers and arrays into their control functions and events to allow combos.

    To display controls in your UI is pretty simple via keeping track of dictionary keys value which tell you what keyboard keys are set to what and then use a text font with a sprite to display that "name" that you set for that value. (Keyboard keycodes are kept in numbers, while you can get most of their names using StringFromKeyCode, some are undesirable so you will want to set the string for those yourself)

    I am not sure if a universal control scheme is desirable or not since every game have different standards of UI and different uniform controls schemes for ease of gameplay.

    Would be more advisable to rather create generic control schemes for specific types of game than a single one.

  • Always be sure to comment everything so you don't spend several hours pondering what the hell does this series of events do in your event sheets when trying to improve your game or simply to fix the bugs, specially when making large games.

    The comments are all automatically removed by the editor upon export .

  • I am have been on other game engine forums and yes they sometimes have more problems that C2 especially Unity 5. The big difference is that they own up to the problem and try to fix it. Here whenever you have any problem , its not C2 fault its the other companies fault. Whether its problems with Steam, kongergate or screen recording its other companies fault.

    What?

    I don't think you have been used any other game engines before nor invest any time than just a cursory glance over the forums.

    If you do invest your time in more communities and game engines, you will find the attitude of software developers is pretty much more or less the same in term of support.

    If you dislike what Construct 2 has to offer you as all your recent posts demonstrate, there is nothing stopping you from trying out its competitors.

    What make me response to your posts is simply this.

    Criticisms is one thing.

    Outright slanders based on assumptions you made based on cursory glances and your own negative emotions is another thing and falsehood never helps anyone.

  • >

    > > I think the screen recorders are fine ane Construct 2 is the problem.

    > >

    > I don't understand at all why you would think that. If a program's stated purpose is to record an app, and it doesn't work with a certain kind of app, then that is the program failing to fulfil its stated purpose. It doesn't mean it is wrong to be a certain kind of app.

    >

    > Not to mention there could be dozens of screen recorders out there that all work differently. Which is more sensible: we modify our software to work with all possible screen recorders (which may be impossible, if two happen to work in opposite ways), or should screen recording software make sure they actually work with all apps?

    >

    If youtubers can record other games made by other products(unity,unreal,gamemaker), but can't record C2 games then the answer is simple C2 is at fault. Almost every problem from kongergate, to Steam uninstall bug, to now video recorders you say its the other companies fault. It just feels like anytime someone has a concern you say oh its the other companies fault. I was just stating the obvious.

    Urmm....

    How do you know that other game engines don't have the same problem with screen recorders?

    Did you go to their forums and check first? I recommend that you do. You will learn a lot of new things.

  • Heh, I've been requesting this since the Construct Classic days. Ended up making my own bitmap font system with sprite objects: https://twitter.com/Tokinsom/status/774121334288683008

    Ain't easy tho.

    Looks really nice.

    And you gave me a lot of ideas for my own implementation. So thanks. <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • >

    > Why do you just divide the objects that you want the physics on into separate parts and scmls to be inserted into C2 and combined them back with behaviors, instead in a singular scml?

    > That way, your old methods still work without too much effort.

    >

    I think I don't understand you quite well, you want me to import ~12 different spriter parts and connect them with each other?

    How would the spriter animations still work if I use different scml files anyway?

    That's the best way to go with it if you want results quickly and work on other features instead of waiting for something that might take weeks to months to materialize.

    Yes, you have to rebuilt all the animations for each part in new scmls for separate parts. Easier than imagined since you already have all the important details in your original scml. Tedious but doable in several days.

  • > "chipmunk physics" behavior?

    >

    It's a fancy name for a more advanced physics behavior inside C2. (HERE)

    HERE is an old topic of mine about that, it includes a basic unfinished but working example of my method.

    So, I'd like to ask again if you guys would consider adding a feature like that or should I keep on going with my currently old Spriter importing + ragdolling methods?

    It just feels like we've talked more about a workaround than my actual request, which isn't wrong of course.

    Why do you just divide the objects that you want the physics on into separate parts and scmls to be inserted into C2 and combined them back with behaviors, instead in a singular scml?

    That way, your old methods still work without too much effort.

  • Then no.

  • > I can't figure out any purpose of trying to figure that out but you can simply create an object numerical variable and set the value there since you, as the dev, should already know the number.

    >

    I'm doing that right now but it's not a very good solution because if I add or remove anims I have to remember to update that number. In my case i'm using each different animation for npcs and I need to fill an array with each animation to generate them without repeats, but repeatedly. The choose() function is kinda terrible at being random.

    Why don't you just use one array and filled it with the names of animations shared by your NPCs and just randomly picked one of them to be used?

    The width of the animation array is your animations count.

    It is as simple as int(random(1)*AnimationsArray.Width) which will serve to check which array x-index and animation to pull out.

    If you don't want repeat, just remove each index that have been chosen after all other computation is done.