Sup with that?'s Forum Posts

  • Giving the enemy the Sine behavior may work, depending on what other behaviors it's using. You can also have the enemy pinned to an invisible object which moves towards the player directly, while the enemy itself uses Sine. That way you can combine several behaviors if you need to.

  • Okay, so I feel like I'm overthinking this issue and overlooking a simple solution, so wanted to ask before I commit to writing any unnecessary code.

    How do I limit the number of degrees an object can rotate, per rotation? Effectively, how do I limit the number of angles an object can face and move in? I'm trying to use the Pathfinding behavior with a sprite that's only supposed to be able to face 16 directions, but while making the animations correspond to the general angle was simple enough, movement can look a little odd since Pathfinding uses a full 360 degrees of rotation. How can I limit it to 22.5 degree increments so as to make the movement and animation flow together more smoothly?

  • Bumping this because C2 could do with more usability. I'm working with a lot of animation frames atm and the image editor is a right terror to work with. Nothing else in the design process takes nearly as much time or is so tedious, so I hesitate to label this a low priority issue. Doesn't seem like a low priority if it's by far the biggest cause of delay in progress!

    Also would like to suggest a drag-and-drop possibility for frames between animations, but failing that the copy & paste option would be welcome.

  • Well yeah, that was sort of my point. It's easy enough to make a workaround if you already know what you're doing, but I think it could be a big turnoff for someone who knows less than elementary programming. When I first got into MMF I knew pretty much zero programming, and would likely have not become their customer if they didn't provide the basic building blocks.

  • That's indeed what I've ended up doing with my project atm, but I'm not sure the versatility vs usability trade off is justified in terms of how many more people would be able to get into C2, more easily. Do you think this feature would be too cumbersome, in that it would make programs weigh a lot more than acceptable? I mean, if it'd be a system hog then sure enough it's easier to leave it out.

  • Reference pic for those who don't know what feature I'm talking about:

    This is how the sprite's animations were arranged in Construct. It essentially automated the process of having a different animation for different angles, so you didn't have to have a separate event (or series of events) comparing the object's angle and telling it what animation to play for every possible direction. When told to play an animation (e.g. "Default" in the above pic) it would automatically play it at the closest available angle to the object's actual orientation, i.e. if the object was at 30 degrees, it would play the "Angle: 30 degrees".

    Mind you, you didn't have to have an angle for every direction as the engine still allowed dynamic rotation independent of the sprite's animations, so if you had a top-down view game or some such you could still have smooth 360 rotation. On the other hand, if you were using sprites for a 3/4th or isometric view, it would come in handy. In any case, I feel this feature is something C2 should definitely have as it can make a big difference in the product's ease of use and appeal to a much wider audience, especially newcomers to the genre. Back in the day when I was just getting started this was one of the features that won me over when choosing between Multimedia Fusion and Game Maker, and why it was so easy to hop over to Construct afterwards. In fact, C2's conspicuous lack of this is making me wonder whether it was left out for a specific reason, or is it just stuck on the back burner?

    Anyway, tl;dr make Construct-style directions for sprite animations plz.

    PS. While looking around in C2 I found that you could add subfolders in the animations bar when editing sprites and sort animations into said folders. Are these purely for visual organization purposes, or can I somehow call on these subfolders in the events system?

  • So, unless I'm missing something, C2 doesn't appear to have separate directions for every individual animation in a sprite like the original Construct did. Instead it seems I would have to have an entirely separate animation for each direction and manually tell the sprite which one to play.

    I had a project in mind which would likely include multiple diverse sprites with anywhere between 16 and 64 directions per animation and multiple animations per sprite to boot. Suffice to say it'd be a right pain in the neck if I had to have a condition for every single direction of every single animation per object. Is there a way to automate this (beyond the usual copy&paste, etc.) that I'm overlooking? I'm rather surprised that this feature seems to have been left out in the first place, it would surely do wonders to C2's usability.

  • Bump?

    atm I really only want to know the answer for the first question, if anyone can help.

  • Hey all. While messing around with an app and trying to iron out some minor kinks some questions cropped up, namely:

    1. If I'm using the Ejecta object, do I need the iAd object for banner ads? Ejecta appears to have its own "show iAd banner" option that works, although the iAd object has an extra "load banner" that Ejecta doesn't seem to need?

    2. Can either Ejecta or the iAd object do fullscreen ads? They appear to be limited to banners at the top/bottom of the screen.

    Thanks for any help.

  • Looks like sandbox mode was the problem. Thanks much!

  • Hmm, I went over it and everything appears to check out. iPad is registered for development, logged into Game Center, Game Center capability is on (in fact Xcode fails to build unless it's on), and the leaderboards are set up. The ad banners seem to show up where and when they're supposed to, so the Ejecta object in C2 seems to be working. However, oddly enough still no notifications from Game Center when it's supposed to authenticate, and the leaderboards don't show up on request. Should the app show up in my list of games if I open Game Center on my iPad? Can this be some error with the Bundle ID or version number listed in Xcode/iTunes connect? They seem to match up fine...

    A while ago when I was trying to figure out Xcode, I had to go through the process of "revoking my iOS Developer certificate", which I thought wasn't supposed to be a big deal. It seemed to regenerate the certificates and provisions automatically and everything seems to be working peachy since then, but right now I'm really not sure what might be going on so I'm willing to blame anything.

    Thanks for any help.

  • Bump?

    Bit of an update: when trying to view the score leaderboards in one of the Xcode simulators, I get the message "Game Center unavailable/User not signed in". When running it on my iPad, I still get nothing. Is this normal? Does Game Center only show up once your app is published, even if you've already got the leaderboards set up? Perhaps I'm just missing something.

  • So I have an app set up with Ejecta, followed the Ejecta Workflow tutorial, almost everything seems to be working just fine. However, the one thing apparently not functioning is the Game Center, in that it doesn't seem to show up at all. I've tried both "Soft Authenticate" and "Authenticate" commands, to little avail, and tried adding visual cues for the "On Authenticated" condition, just in case (these don't work, leading me to believe it's not authenticating at all). Likewise, the score leaderboard won't show up when it's supposed to. I've gone through the motions a few times, but can't seem to figure out what exactly is causing it. What might be wrong?

    I am testing the game on an iPad, if that helps.

  • Got it working, seems all my .m4a files were either deleted or hadn't been generated by C2 when it imported the sounds. Now it exports just fine. Thanks for the help.

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  • My search-fu is apparently lacking and I can't find the answer to this, but, when I export a C2 project with Ejecta it doesn't include any of the sound files used in the project. No media or sound folder or anything, not even the sound files. Is this normal, and how do I include the sounds?