Somebody's Forum Posts

  • Alright, adapted a little example for you - we "pick" all the bullets on screen and compare their count - if it's higher than what you need we pick the "oldest" bullet (because we know it's going to be the "lowest" one and destroy it.

    Some event ninja will probably come by and offer a more elegant solution, but this works.

  • A shader a day keeps the... graphics card warm?

    Well, they can't all be winners, but here's Monitor - basically a one-color tint with adjustable "dynamic range". Might be neat combined with Dots.

    Before:

    After:

    Added to the distro. But not front... because this one's a bit 'meh'.

  • Oh! I see now! Sorry for being dense.

    Yeah, this is actually really cool, provided it had a solid connection with the event system.

    Hehe, I see it as basically different behaviours - so all the same actions would be available - turn them on or off, etc. Just you see them at a glance and given how some could work with only values it gives a lot more freedom change or combine things.

    I think a cool thing this "visual" way would allow would be modifiers, like this:

    So you easily set, in this example, the time something is or isn't active - in this case the angle would change for one second, then wait half a second, then continue. Quite handy for platforms and such.

  • I really don't like line linking. It's always sort of unclear which data is going where, and in which direction - this gets confusing really quick - the 'spaghetti problem'.

    Never had a problem with that, especially with a setup like this where the main object is locked onto a side. But it's obviously a question of taste - the thing is this would act the same as behaviours, just more versatile - use it or use events. rexrainbow gets it.

  • but I really like the block/"lines of code" style that Construct has, it feels much less messy than spaghetti lines.

    One reason I'm suggesting this for properties only - to keep the event sheet cleaner and leaner. Imagine having limiter controllers:

    Just add one to values and that's it - no more different events checking where things are, if the values are within range, doing Value = clamp(Value+X,LowVal,HiVal) - just do a clean action and the system does the rest:

  • Bump.

    I'm loading some assets externally for an editor. If an image is loaded, then the source image modified, then uploaded again, nothing happens. I can only assume this is because C2 is loading the image from memory instead of reloading the source image. If that is correct, then I support this request.

    If you are using file chooser to pick the file and picking the same file it's quite likely this (it's not even loading):

  • You can add more for up to 8 - which is good enough to approximate a circle.

  • The bounding box affects how the system perceives an object's shape, the actual shape is a rectangle since that is the simplest shape that makes sense.

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  • icepam - wow, quite the resolution you got there! What's your graphics card if you don't mind sharing? Just be wary that not all users will be able to have such large images and there is a small risk of a crash if that is the case. You may want to put in some contingency plan, perhaps export a smaller image first and then try a bigger one. In StuffGEN I can afford to experiment since it lets you save and load things, but in a closed system it might be a risk.

    And StuffGEN is basically all done by hand, it doesn't use any plugins except for Paster so far (and some of my shaders).

  • Best bet is to use sprite font anyway - drawing the standard vector fonts takes a lot of resources and can kill the framerate on lesser devices.

  • Added a slightly different version that skews and bends (which looks more natural in most cases):

    It's obviously called Skend and has been added to the repo.