shinkan's Forum Posts

  • Every C2 installer was/is made with this.

    And its one of the best out there.

  • Inno Setup

  • mister k You can specify Frame speed for each frame in animation.

    So for example you can have frames 0-8 run at 1 (normal speed) and frame 9 runat 2 (twice long)

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  • shinkan

    Yeah maybe square brackets are misleading:

    Here's a better representation of what we could get

    // square
    root[]
    root["Wizard"]
    root["Wizard","stats"]
    root["Wizard","stats","hp"]
    // curly
    root{}
    root{"Wizard"}
    root{"Wizard","stats"}
    root{"Wizard","stats","hp"}
    // normal
    root()
    root("Wizard")
    root("Wizard","stats")
    root("Wizard","stats","hp")
    // angle
    root<>
    root<"Wizard">
    root<"Wizard","stats">
    root<"Wizard","stats","hp">
    // nothing
    root 
    root "Wizard"
    root "Wizard","stats"
    root "Wizard","stats","hp"[/code:j6zuevqm]
    What do you prefer?
    note that's it's really only an esthetic/cosmetic consideration. It will change nothing in how it works =)
    

    Though choice

    For only one parameter "nothing" looks cleanest - root "Wizard"

    but for multiple parameters "normal" have more sense to it - root("Wizard","stats","hp")

    If I had to choose, I would go with "normal"

    shinkan

    What you describe is actually a (minor) bug you also have in the function plugin =)

    Funny one, I never got around to report it.

    But it's something that should be solved by Ashley.

    Oh. I don't recall that in function plugin... Just double checked that and no issue here. Can TAB back and forth with "name" and "parameters" (one or many) in function plugin while creating a new function, or editing existing one.

  • Found one issue, nothing fancy but still.

    Like on attached image.

    if your cursor is currently on "Value" and you press TAB couple of time it goes from "Value" to "Reference point" and then to "Add parameter".

    TAB'ing ignores added parameters, but Shift+TAB works fine - moves backwards from "Add parameter" through "Key 1", "Key 0".... to Value"

    Edit: Sorry for that huge image, it looks smaller while saving it

  • Yann

    Been playing with with this last night, and all morning and looks great so far.

    [ ] brackets are a little misleading maybe instead use curly brackets { } like in "typical" json, and keep [ ] brackets for arrays to avoid confusion.

    set 2 at current{"dex"}

    think it looks a bit better then:

    set 2 at current["dex"]

    or maybe even none of them, just:

    set 2 at current "dex"

    just a thought

  • Awesome!

    Any eta on some stable release? I mean, I would love to use in my current project (could make my life sooo easy) but on the other hand I don't want to find out one day that everything stopped working cause you change/remove something

    Great work!

  • Problem Description

    Warp Mask effect ignores transparency in objects

    Steps to Reproduce Bug

    • preview
    • drag sprite around

    Observed Result

    Warp Mask is effecting entire sprite bounding box

    Expected Result

    To effect only none transparent pixels

    You can fix this by changing

    gl_FragColor = texture2D(samplerBack, p);

    to

    gl_FragColor = texture2D(samplerBack, p) * fronta;

    in warpmask.fx

    Affected Browsers

    • Chrome: (YES)
    • FireFox: -
    • Internet Explorer: -

    Operating System and Service Pack

    Win 64 Sp1

    Construct 2 Version ID

    r164.2

  • yes, few different types to choose would be really nice

    and follow with offset , but no rush. Take your time.

  • There's a little issue with magicam.

    In attached file there are two layouts. In one GreenBox sprite is using scrollto behavior, in second one magicam follows GreenBox sprite.

    If you run layout with scroll behavior you can see it scrolls smoothly. But in layout with magicam you can see it starts to shake after some time.

    You only need to run Magicam layout and wait. It can happen straight away or after few second, but it will starts to shake every random amount of time.

    I made background static so that "shake" is more visible.

    Thought there is something with "Follow with lag" but it's happening using simple following even without any lag.

    Edit: Especially in debugger. Shakiness is so strong that I'm unable to properly debug my project, I had to switch to system scrollXY.

    Forgot to mention, my project have 30 objects in total, steady 60fps, Pixel rounding Off, Sampling Linear - tested in node webkit.

  • You can also use Canvas or Paster plugins, to have interactive minimap.

  • Unity 3d Free is different story so you can't compare it to UE

    See tulamide example above, but that is too little money for 2 years worth of work. So in order to justify 2 years work you need to make at least $100,000

    That means...

    Epic gets $5000 + $456

    vs

    $1800 from unity 3d (2 years at $75) and that is if you need the pro features.

    For serious games you will need Unity Pro version (quite funny note from unity www "free version is not intended for the production of professional games and interactive content")

    1800$ vs 456$ - for pc, mac

    5400$ vs 456$ - for pc, mac, android, ios

    And some more news:

    "Crytek has revealed that from May this year, indie developers will be able to use all of CRYENGINE's cutting-edge features for a monthly subscription fee of 9.90 USD/EUR per user - royalty free."

  • I presume your layout is the size of the window? In this case collision cells have no effect. They work best when objects are distributed over a large layout.

    Ahh, so thats is. You should mention this in your blog post, that it works only when layout size is bigger than window size.

    Just tested it and yes they are working fine on large layout.

    Thanks for clearing this out.

  • Have you seen what they did?

    https://www.unrealengine.com/

    I believe they just destroyed Unity completely with their new subscription plan.

  • I'm a bit confused.

    I have 20 instances of same object with variable

    10 of them have variable set to 0, other 10 set to 1.

    And they just moving around layout within its borders.

    +System: Pick Sprite where Sprite.Variable = 1

    +Sprite: Is overlapping Sprite

    -> Sprite: Flash

    In debugger it shows:

    Collision checks/sec = 5400 (~90/tick)

    Poly checks/sec = ~2 (~5/tick)

    Moved cell/sec = 0 (~0/tick)

    Cell count = 0

    but if I do

    +Sprite: Is overlapping Sprite

    +System: Pick Sprite where Sprite.Variable = 1

    -> Sprite: Flash

    In debugger it shows

    Collision checks/sec = ~22900 (~380/tick)

    Poly checks/sec = ~240 (~8/tick)

    Moved cell/sec = goes from 0 to 9 (~0/tick)

    Cell count = goes from 1 to 3

    So how Collision cells optimization works if I get much more collision checks? and it's only 20 instances

    Tested on r164.2