Somebody's Forum Posts

  • I meant styles - I never use them so don't pay attention to what they are called:

    [attachment=0:4h925mrv][/attachment:4h925mrv]

    You could try changing these around and see if you get the nice tabs back (the choice shown sure has them).

  • If you have only two choices then having two variables isn't necessary - just have a Weapon = 1 and do something like Weapon = abs(Weapon -1) on switch. This produces 0 1 0 1 0 1, etc on every activation. Or, simpler in a way - Have it as 1 and do Weapon * -1 on switch. Then compare <0 - one weapon >0 another weapon.

  • If I'm not mistaken these are the tabs that come with the visual style you have chosen - previously they were always the base one, ignoring the style or something like that, so that was considered a bug and fixed in r193: "Editor should be better at remembering the selected theme's tab style after restarting"

    Or perhaps this is a side effect of that fix.

  • I have had this with Dropbox as well. It's stable on Windows 7, but on windows 8.1 it fairly regularly just hangs when an autosave should happen.

    Edit: And, should the sync cycles match up I have gotten tiny unusable files (like 22K instead of 1.9Mb), etc. Thankfully there's lots of backups or I'd be strangling the computer (as a poor stand-in for whatever is causing this). Let me attach one of these beasts, which actually makes C2 crash as well.

  • Problem Description

    I have a clean, artifact-less sprite with a pure red color. Shifting hue with the HLS shader shows a clean, usable result in the editor:

    [attachment=1:1zf42kax][/attachment:1zf42kax]

    But terrible artifacts at runtime:

    [attachment=0:1zf42kax][/attachment:1zf42kax]

    Attach a Capx

    [attachment=2:1zf42kax][/attachment:1zf42kax]

    Description of Capx

    Uses the HLS shader to shift HUE of a red sprite by 75% or more.

    Steps to Reproduce Bug

    Just run the capx. From what I hear other users get that as well.

    Observed Result

    At runtime terrible artifacts appear.

    Expected Result

    Clean, usable result, just like the editor.

    Affected Browsers

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

    Operating System and Service Pack

    Windows 7, 64 bit - SP1

    NVIDIA GeForce GT 640/PCIe/SSE2 (Shader language 4.50 NVIDIA)

    Latest driver - 347.09

    Construct 2 Version ID

    r193

  • In general I suspect when an idea goes "Like... ...but annoying" quite few people would enjoy it.

  • Depends very much on what you are aiming for - if you want 3D, for example, you go for Unity or Unreal or make your own. If you want to make a proper app you code from scratch. If it's 2D games - C2 is a good choice.

  • Yeah, the group approach is also good because it teaches you good form according to the Manual - you can disable entire sections of the game if they aren't used thus improving performance.

  • It's not a problem per se - he's just using a newer (beta) version. You can grab the latest here: https://www.scirra.com/construct2/releases

  • I'd like more clarity in the editor - which events belong to which groups, etc. Something like this:

    [attachment=0:33lkr7mr][/attachment:33lkr7mr]

    Scroll down to see it in action (also this annoying scrolling frame could be thrown out).

    Also - random property values in the editor (basically just put random(a) or random(a,b) or choose(a,b,c) with values and at runtime it uses a random value).

    And a Boolean global variable wouldn't hurt.

  • Turns out I never posted here... Weird. Well, let's get that achievement. I'm Latvian, a designer by trade, always had a passion for games and creating things. So now I'm mostly creating things to create things for games. Perhaps 2015 is the year something finally gets published. See you on the boards.

  • I think something like this would do (I mocked this together to illustrate the idea - you would have your actual events there):

    [attachment=0:1t7xmqe4][/attachment:1t7xmqe4]

    Since the TotalAttack only changes any time you change equipment you only need to sum the values when that happens.

    Then, when you attack something use the TotalAttack global variable to subtract the damage.

  • What is not possible? These are basic maths: Enemyhealth -(Attack1 + Attack2 + Attack3).

    If you must have one variable just have a global variable, say Totalattack and change that only when equipment changes. Then subtract that from enemy health (more efficient too, probably).

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  • Put the click events into a group and enable/disable that as needed.

  • Behaviours - they are the one alternative to events. Often you can achieve a lot with just the right behaviours.