TELLES0808's Forum Posts

  • If your character is near to the edge of a layout, use Bound to layout behavior.

    If you're wanting to maintain your character centered on the screen, make a custom "Scroll To" behavior, by setuping the screen to follow the actor. Search on the tutorials if this is your issue and there you'll find it.

  • Brainvibe, Amazing game, very dinamical!

  • Yeah but creating and picking are not in the same event. Creating are in a function call and picking in another function call (so both in different events). But both function call are in the same event.. but it is the same thing as putting them in the same event ?

    Yes, they are in the same event, but not in the same action.

    If they run in the same conditional level, they are in the same event, excluding sub-events, because when you run a sub-event, it will run top to down again and make the priority as a sequence.

    For example.

    -> Conditional: Every 5 seconds;

    --> If object1 is NOT ON the screen:

    ---> Create object1 at X, Y;

    ---> Set object1 ID = 1;

    --> Else

    ---> Destroy object1 with ID = 1;

    it will run the code, create the object1, setup its ID = 1 and then destroy it in the same second;

    Instead, you want keep it for 5 seconds and re-check it to destroy and create it again in another place, so:

    -> Conditional: Every 5 seconds;

    --> If object1 is ON the screen:

    ---> Destroy object1 with ID = 1;

    --> Else

    ---> Create object1 at X, Y;

    ---> Set object1 ID = 1;

    Edited:

    I missed to say, sometimes, it's handful to use the action "wait=0,0" right after an action where you want make sure the order will be follow, inside the same conditional.

    For example:

    -> Every 5 sec;

    --> Destroy object1 with Id = 1;

    --> Wait 0,0;

    --> Create object1 at X, Y;

    --> Set ID = 1;

  • Hi, it's working by designed, as far as I understand.

    Construct 2 always call the events from top to down, and creating the object in the same event where you're trying to pick it is not always possible because the runtime will try to create and pick the object at the same exactly time.

    Instead, picking it right after, by using a new branch of events, is always possible and a good practice.

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  • End, nice point, maybe sorting the animated tiles as a feature for paid license maybe can give Scirra a good plus.

  • I felt in the right of edit the Github of TMX maps to add the Construct 2 official links =]

    github.com/bjorn/tiled/wiki/Support-for-TMX-maps

    ----------------------------------------------------------

    Reading the past posts about the animated tiles, said enough.

    Ashley, the way Gravity did it on their editors, like IGMaker, is setup some tiles of a tileset to a desired sequence inside the grid, with a timer.

    <img src="https://dl.dropboxusercontent.com/u/47035927/Samples/animated_tiles.gif" border="0" />

    But I mean it's pretty standard for every game maker who have support for tilesets, like GameMaker, Stencyl, and so on.

  • The short answer to all of this discussion is, really, use Tiled/TMX Importer. A majority of the feature requests are already implemented, and the big one that isn't - using big custom collision areas - is so inefficient as to be unnecessary.

    Place tiles and use other, invisible tiles to set up collision in Tiled. If you want to build a tile-based game, that's the way it's done, and if you want it to be easier to build without having to wait on new C2 features, that's the way you should do it.

    You can't post games using unofficial plugins on Arcade, so, that's not a big deal...

    Also, ask for and show why is a better way to improve Our tool, while sitting and using it, feeling how it's perfect and never desiring it better is the best way to have an outdated and unfocused tool, because the developers will never know where they are lacking and/or missing with their community.

  • inkBot

    Make your words as mine too.

    Sme other concerns here:

    Plus, while using the Tiled editor to generate TMX, always keep your tileset image in a common place, like the same folder of your TMX, otherwise, when backuping it, you'll lose your tileset image.

    Also, work with power of 2. Common usages are 8x8, 16x16, 32x32, 64x64, 128x128, 256x256, 512x512 and 1024x1024.

    If you want make mobile games, stick with smaller sizes and vary your tilesets, or you'll full the mobile memory asap.

    I do use invisible squared collision boxes to make my delimitations, stretching and resizing it as necessary.

    --------------------

    Ashley, I didn't tested it already to say enough, but we will have the ability to use animated tiles, even if importing it from Tiled?

  • irina,

    Think about how you're making things happen.

    Having HEALTH and SHIELD affecting your final health (that health seen by the player on the screen), you're able to make separated events to reach it.

    For example, to represent the health on screen, use a math like HEALTH + SHIELD (those are variables, the the health with lowercase is a simple text on a text object in your screen).

    So, if your player have 95% of HEALTH, and gain a powerup of +10 of SHIELD, your screen will show the 105% of health, simple using the math inside a text object:

    everytick -> Text object: "Health: " & HEALTH + SHIELD

    Plus, it can improve a lot your work by simple checking wich one you want decrease when hitting an enemy, for example, while physical hits can affect your SHIELD variable first, magical hits can affect your HEALTH variable directly.

  • Use the site virustotal.com and check it...

    Virustotal can check the file under many anti virus softwares...

  • Hello Tom,

    I'm wondering to install a Scirra Feed on my site, but didn't found where to catch the Release feed to implement it.

    So, it still existing or not?

  • This is not the right place to post bugs... I suggest you to ask a moderator to move your topic to the Bug section, where Ashley will be able to see your report and take care of it, if necessary.

  • using the clay.io plugin you can make micro-transactions.

  • That's true!

    Samples like this make C2 better!

    I hope to someone improve it using the tileset plugin =]