Somebody's Forum Posts

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  • Somebody

    Thanks, I figured eventually he would want to do expert mode and have a whole keyboard set. LOL

    "Play this symphony to continue!"

  • Ther's a "Compare instance variable" picking event for sprites.

  • thatserafimkid - nice, elegant solution. Certainly a good choice for longer puzzles or if there are many more planned.

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  • Hey, Hunter - you should use debug to find a problem point, like this (use Debug Layout):

    We see that first of all, since there are both those events one after another the pp value gets set to 2 right away - you might need some kind of an extra variable there. And then it gets set to 0 on next click so there's some problem in that event.

    Now that you know how to better find these problem points you should manage the rest.

  • I'm not sure if this is possible, but you could enable unbounded scrolling and just clamp the scrollX ans scrolly according to the level layout?

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  • TiAm I don't know, Somebody has been a bit 'shady' lately...

    Shadery, to be more exact (Try that other link in the sig, those who don't get it)

    But I'll be back to StuffGEN soon, for sure. Gotta learn those shaders and then most of those extra functions planned will magically become a reality (part modifications, cropping, etc). Soon, soon™

  • As an artist though

    I totally agree with everything else you said, including the quickdraw "meh", but the part I quoted might be the most important one - there's plenty of artists/designers who come to C2 for the ease of use - they are told "Make games without coding" and while that isn't really 100% true the most annoying aspects of real programming are taken care of which is great.

    But oh so often I get the feeling that a great many things are done "for the checkmark" - as previously mentioned - we got this and this and this. Neither of which is truly fully featured. Which makes sense since a single person is making the thing - a single person cannot really be fully invested into all possible elements of making a game - be it art, sound, animation, etc.

    Which is another reason to hope for some sort of a modular system that would let those who can and want to remix the systems, at least those that supplement the event system - like the image editor, animation editor, tilemaps, etc.

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  • This is my retro platformer TheFoolishBrave - To Challenge a God! Feel free to check out the demo on my official site!

    Tried the demo - very well done, great animation and amazing parallax background. Very neat and smooth controls as well. Nearly the only comment would be that the sudden non-pixelly font kinda takes you out of it. Also having a halo-like health system in a game like this is a great idea I'd say.

    Looking forward to seeing a full version, it's obvious you have put plenty of work into it.

  • Can confirm your findings - I had noticed this as well, but hadn't really tested properly. In my case it's a 10fps drop with this test.

    It feels like the whole thing is somehow additionally rendered to a texture which is then stretched out, instead of stretching out the initial canvas. Perhaps it was hallucinations but I feel like in some extreme cases something like compression artefacts has been seen (could be vid card specific, could be the assets, though).

    Hopefully we can get an explanation of how this works and which approach is better (although for my current projects I simply need the low quality so pixels are rendered 1:1). This is, of course, also important for shaders that use pixel values instead of percentages.

  • Interesting idea, but it is much more limiting than events and most of the behaviors would be ambiguous what they would do imo. The main tricky bit is it becomes harder to reference values you set in some levels of your node tree, since the tree is run in a way depending on what's connected. Events are simpler in that respect since they are run top down.

    Well, out to in - if we as users can figure out multiple behaviours multiple controllers wouldn't be too complex either.

    That said it could be an interesting tool to make complex motion equations, but probably not in C2. It would also need some designing to flesh out what nodes you could have and what they'd do. Behaviors for instance wouldn't work so well being put anywhere because they depend on the object itself.

    I do like the concept, so I made a capx to play around with it.

    Wow, I had an intention to make a visual demo to show the SPEED this gives you but you have gone one further - a working example! You also included right side inputs which I had omitted to keep things simple.

    Now how anyone can say this isn't cool and easy is beyond me - a couple of clicks and you have complex movements that would take minutes to type in and that's if you have a perfect idea of what you already want.

    Also - when you have behaviours if you remove one it'll wreck the entire system, all the events will disappear and good luck reworking that. In a system like R0J0 has shown here you just relink a couple of nodes and are good to go.

    Input controllers could be introduced the only function of which is to provide values from events.

    --

    It is great that this thread has at least spawned some discussion - one real hope for C3 would be an open system that lets you make plugins that make something like this possible and not just have a couple of values to awkwardly affect using events. C2 has many things that have been done to a little bit over the minimum - image editor, tilemap editor, even the UI of the event system (drag a subevent under the bottom event on the first try, I dare you). If nearly anything could be modified by plugins those problems would be a thing of the past.

  • nal1200 - I suspect it could be. And all the built in behaviours supposedly do dt by themselves, but there's certainly something off at times - one can test this for example by setting up an object that turns 90 degrees for a second, then waits a second, then turns again - over time it gets more and more skewed, due to little timing errors.

  • You cannot capture a trapezoid so you'll need to capture the rectangle and then do some serious math to calculate the distortion, then the clean rectangle based on that. After you have it I would just draw the distorted image as a quad on a paster object of the correct size (but it would probably have a seam of sorts as seen in an older post here.

    I once tried doing this for a work project in a different system and then my head exploded. It might be trivial for someone like R0J0, but if math isn't your strong side it could be tough.