Somebody's Forum Posts

  • One year, one week and one day have passed... still no word from Ashley about any of this. I think this means we can all forget about that thread cause it's useless. C3 will come out sooner then any of this will get to C2.

    Unfortunately this seems to be a bit of a case now. But then again it's somewhat understandable given how, apparently, "the community" wanted MP the most, plenty of time and resources were spent on it and now barely anyone uses it. It's unfortunate, but hardly surprising that Ashley seems to cherry pick what he'd like to implement.

    C2 has a good deal more small extra features than CC did, even some things I had made for CC as plugins - this is really cool. And yet many of these things seem a bit like "check mark" features - yeah, we got an editor, yeah, we got tilemaps, we got this and that. Not all of it works right, not all of it is made with actual usage in mind, which is a shame. Perhaps getting some talented individuals to fix these things up wouldn't be such a bad idea - a single person can only do so much and have so much inspiration for a given thing.

  • Check if distance between objects is below a threshold and then see if the x is > or < than current object?

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  • Sounds like tiled issues could be related to layout size? Could both parties share the size of their tiled maps?

  • Local variables can be placed only on subevents. As a quick test - take an event, press B to place a subevent, then press V to add a local variable. Voila!

  • Make some detector object, give it a pin behaviour, pin it to the boss. You can either place preset image points where the hit point might be and randomly pick one or just limit a random position like boss.x-100,boss.y-random(50,100)

  • This could be related to available maximum image size on your system. For me it works up to 2048x2048. This is likely a video card limitation and not a bug.

  • Try THIS

  • Very nice compilation of need-to-know stuff. Thanks!

  • +1 to this - I hadn't really used the tilemap object up to now, but tried it for something and it was QUITE awkward. It could use some love to go beyond a check mark in a feature list.

  • Problem Description

    Upon startup C2 seems to forget what the tabs for the current theme should look like

    Attach a Capx

    Not necessary, but here's a moving image of it happening:

    [attachment=0:2wyzn7o0][/attachment:2wyzn7o0]

    Description of GIF

    Upon startup we get tabs that don't belong to this theme (or we get the correct ones and the wrong ones are set when reloading the theme), upon reloading the theme we get the correct tabs.

    Operating System and Service Pack

    W7 64bit SP1

    Construct 2 Version ID

    r195

  • I had played it when you just put it up here, not sure when the big red buttons for movement popped up, but these are much better.

    It's obviously a question of taste, but I feel as if something is missing - it's all quite slow and you seem to just move from level to level, etc. I wish there was some more interaction to it. Be it like a minigame (a slider for attacks that moves side-to-side that you need to tap for normal, bad or awesome attack) or, for example, quick taps to disarm traps, etc. Perhaps falling floors where the room starts to tremble and you need to back off quickly. That would help avoid a certain "tap tap tap tap tap yawn tap tap tap" style of gameplay that seems to be coming up (at least for the initial teen levels that I had tried).

  • Somebody

    Thanks a bunch!

    I had tried a few things like rocks instead of grass, but found that the whole thing looked very bland, having mostly brown colouring. Most of the grass is found under stalactites, which I tried to convince myself would have formed from water carrying minerals underground, and the seeds came off the feet of previous explorers.

    Maybe I'll have to brainstorm a few more ideas.

    I think you could have (upper) areas with vertical openings with shafts of light falling down through them and some water dripping down. That would explain the grass (since it needs light to grow) and also how there's some light in the caves. Besides looking cool, that is.

  • Ashley - Paster is at no fault here. Here's the requested bug report:

  • Problem Description

    Mip-Mapping seems to take effect way too early based only on the shortest side of a sprite when it would make more sense to use the longest side.

    Attach a Capx

    [attachment=0:djcl1l91][/attachment:djcl1l91]

    Description of Capx

    Run as is, observe terrible pixellation:

    Switch to Low downsampling and observe way better result (although not ideal):

    Steps to Reproduce Bug

    Use any Downsampling mode (Medium or High) that implements mip-mapping.

    Observed Result

    Mip-map appears to be picked poorly - based on the shortest edge of a sprite.

    Expected Result

    Mip-map should be picked based on the longest edge of a sprite.

    Affected Browsers

    • Chrome: (YES) Operating System and Service Pack Windows 7, 64bit Construct 2 Version ID r195
  • It's just SLOW - look at the time, it's usually about 2 hours off and the same user/thing that you saw previously.