stefanos's Forum Posts

  • > I'm not going to keep making the same points about native engines, I wrote a whole blog about it already.

    >

    > You should probably come up with a different name to talk about exporters - I equate "native exporters" with "native engines". I think you mean built-in exporters or something like that?

    >

    Yes, sorry for the terminology. As a Designer I speak a different language Built in exporter Is probably more in line what people mean when they talk about native export here.... Completely agree with the case against native, as I've read the blog post several time trying to wrap my hand around it. I could care less what codebase is used if performance is similar.

    So let me rephrase that.... How big of an hassle is it to have a "built in exporter" for mobile development? As a designer I'm jost looking for workflow improvements, less hiccups, and hassle.

    Optimal workflow... Create game. Hit export, upload to Store...

    Current workflow... Create game, hit export, import to 3rd party wrapper, build, get plugins working, .... it's not working... try again.... contact support... if you're lucky. Upload to store.

    I'm only looking for workflow improvements. How you guys solves it it's up to you. I trust you completely... native or non native, i could care less, as long as my game is downloadable from app store without having to use XDK and such.

    well said ^

  • What is it then? Because nothing you've said differ C3 from C2 so far. No matter how good or what stunts the C3 editor could pull off, or how easy it is to make a game on it, it doesn't matter, at the end of the day you'll still have to depend on so much to get your game on mobile/PCs/consoles it would never be worth it (especially not paying $99 for it).

    This made me think a little as to who is C3 for anyway.

    Same thoughts ^

    I really hope scirra has an ace up their sleeve

  • This seems great for some cases!

  • Hello jayderyu newt

    Just wondering if it's possible to live-read data while previewing with construct 2 from a local file. Witch local file also must be live-edited with let's say some kind of curve editor like the one tulamide made here with CC.

    (the "live" thing could also go away)

    Something like this could be really useful

  • QuaziGNRLnose There isn't one afaik. I'm on hold with my prototype waiting for your update. Till then here is my art piece which kickstarted my project using Q3D & C2 http://bit.ly/1IW7gAc

    PS. If someone can provide a solid-good physics based fps demo would be awesome!

    (My approach is based on the camera template and I have difficulties with my custom coded jump, uphill, etc movement. And sometimes it glitches causing the forward and backwards movement to reverse. Poor coding I know, trying to figure out 3d logic.)

  • QuaziGNRLnose Is there any way that the fog can affect and the Q3d sprites too ?

  • hello I would like to test this with some of my ideas, and report back

  • You might want to take a look at this too https://github.com/wietsedevries/armadillo

  • Plus: Resizing the browser's window size seems to "fix"/affect the problem.

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  • Probably you'll have to do something to decrease the 8000 trees, make some parts of the forest solids and only use tree objects around that part.

    For the two object thing I would suggest you to use a 4 point polygon collider on the base of your trees and an image point 0 some pixels above the base so you can arrange your z ordering with Object.Y

  • If you can provide a capx example it would be awesome. Thanks in advance

  • Tom

    A random idea: Isn't there a way to ban the language/symbols they use ?

  • I also want this, & the subfolder selection thing would be great (shift-click or right click folder -> 'select all in folder').

    Yes probably the right click solution and the Ctrl+A might be the best instead. Any way to group and move together many objects in the editor would be fine. I'm loosing so much time now that i have to select every part individually and the miss-click thing is a nightmare .

  • I know prefabs has been requested in the past, But something that will help me stay on construct 2 engine would be a way to select multiple objects in the editor.

    The way I'm thinking this can be done "easy" is:

    Selecting a subfolder of objects in the editor would select every object in that subfolder so i can organize my groups in subfolders.

    Or at least let us use shift-select or Ctrl+A to select everything in a subfolder.

    Anyone else having this need?

    Anyway thank you for this great tool.

    Ashley

  • Hello somebody,

    Take a look about ISO shadow which it can be manipulated as different forms. Take a look, they are using HLSL language, they can be ported to GLSL if you think it's possible.

    http://69.24.73.172/scirra/forum/viewto ... f=8&t=3713

    Can I ask you one thing? It would be nice to add "scale" as new parameter to Dropshadow, the problem is I cannot add "scale" in current layer where is using dropshadow because it may affect sprites that aren't shadow.

    +1