Thndr's Forum Posts

  • I don't have any lines, but I get 30fps when I'm not lighting anything. Depending on the amount of objects moving in the light, less.

    Using Chromium 28 for my browser.

  • Construct 2 uses moster raster graphics so you'll be fine. It's in-engine editor is a raster editor (pixels) so you just need to place colors and go, no need for vectors.

    You can use vectors in Photoshop to create smooth lines with the pen mode and everything, but that's up to how to artistic method. I personally make PixelArt in some other programs for my original stuff.

  • With custom movement, you have to code it to consider something solid.

    To do that, you need to set the stepping mode to what you want:

    On PLAYER [STEP/HORIZONTAL STEP/VERTICAL STEP]<font size="1">Step is for Linear, Horiz/Vert Step is for the other 2</font>

    Is overlapping OBJECT OR FAMILY

    PLAYER Stop Stepping (Go Back a Step/Stay at current position)

    <img src="http://i.imgur.com/1ecVbb6.png" border="0" />

    I use custom movement because I have to have things pass over things other things consider solid, but still react with some of the solid objects as well.

    Because of that, I was messing with it and found a few bugs that have been fixed and makes things work great. I recommend you to play around with it to, as the other movement plugins use the same basic functions that this provides.

  • Well I know they're working on the forums and always updating the site. Hopefully we'll be able to link our steam account to our Scirra account sometime in the future.

  • While Source Control is good for large projects and multiple people working on one, I think the flexibility you would get with a Modular Object+EventSheet export/import function would be far more useful in creating behavior example/templates.

    I see it essentially being a mini-capx that is limited and can't be opened without the import command.

    <font size="1">edit: typos oh god</font>

  • For inline scripting and C2's event system, the event system provides less room for typo mistakes and is parsed to make sure you're referencing existing objects. The inline scripting system would have to incorporate that or else it'd be a nightmare.

    I say that it would have to obey certain organizational practices so C2 can scan it and convert it into the XML format we see in the editor. The advantage to that is that it can also translate the XML into code.

    This of course means you can't things that the C2 visual events editor doesn't allow you to do, but for people who type faster than mouse+keyboard interaction it provides an alternative. Plus if they want more advanced features, plugin modularity provides a very solid framework.

    Where as a proper module export will create a plugin like object that can be easily shared and used by many. Including if the share module is updated.

    A Modular Object+EventSheet export would be fantastic, makes it easier to adapt examples to existing projects.

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  • Tested it, seems to work consistently. I can finally make it so my project doesn't have 2 custom movements on 1 object. Or code some weird psuedo collision detection like I already did.

    Thanks for the quick reply.

    If someone does have an issue and wants to have it stop on second half, it'd be pretty easy with a boolean or two.

    EDIT:

    Converted my project to not approximate solids in movement script, saved 4-5 events per direction and works flawlessly now. Thanks again Ash!

  • Wanted to followup from my last post on scirra.com/forum/r131-custom-movement-step-issues_topic68141_post419751.html

    Wasn't sure if it was intentional due to no response, but I replied in the closed bug forum so wanted to make sure if it was intended or not.

    Link to .capx file (required!):

    dl.dropboxusercontent.com/u/73774002/custstep_bug.capx

    Steps to reproduce:

    1. Hold left, keep holding into the wall

    2. Push up or down

    3. Now stop that

    4. Go to middle of layout

    5. Hold down, keep holding into the wall

    6. Push left or right.

    7. Let go of the down key

    8. Push left or right.

    Observed result:

    Square slides on left wall when left is held down, square sticks on bottom wall when down arrow is held down.

    Expected result:

    Square slides equally on both walls.

    Operating system & service pack: Win7 x64 sp1

    Construct 2 version:r133

    ---

    Seems like when it stops the step, it stops the entire movement.

    If the first half of the step is not stopped, it'll still move that half step direction and stop the second half of the step.

    If the first half of the step is stopped, it stops all movement without checking the second half of the step. (which in the CAPX, is the bottom due to the step mode the square has)

  • Kind of a catch 22. There isn't much development, so there can't be much interest.

    How will people interested in something if they can't do much with it? Plus most people looking for the plugin will look in the plugins forum, as this thread about 10 pages long or so before you posted the photon cloud plugin.

    I say release the plugin with open source on the plugin forum with the OP saying you're not longer supporting it and that it provides a base for anyone else to modify it to work better.

    -----

    That said, the Bubble Server seems to be pretty ambitious and I'll track that for now :)

  • Perhaps we can have Ctrl-F trigger the ribbon to appear on the correct spot and have keyboard focus put on the Search box?

    I know I try to do Ctrl-F before manually clicking to reach the search box every time.

  • I feel that even if it's webGL only, for minor features like this as long as the user knows it's WebGL only I see no harm.

  • Yeah, I agree that there should be more native export support with the Node Webkit API having so much ability to do things. (probably through the node-webkit plugin)

    I don't think EXE size is an issue because it includes a lot of stuff that C2 doesn't use yet but potentially could. But I have to agree that a 4mb game exporting to 40mb with webkit is surprising to many people.

    However an idea of a modular local viewer is a neat idea, but would probably take a lot of work.

  • Yeah, but still needs a way to resize to a specific size you want and potentially lock it in that size to allow only specific sizes when it's not fullscreen.

    I have a game that is Gameboy resolution (because I can) and you have to manually resize it to be bigger. I would love to have a 1x,2x,3x,4x,fullscreen option for it.

  • Another way is you could use the WRAP feature, and not code a single event.

    Just the bullets speed and directions, and have it wrap around layout or viewport depending on what you want. Sure it limits you as there's no variation, but it's easy.

  • Sometimes the best results come out of boredom. :D

    I liked the Strandard II game, and played Massive Mod for a while with it so this kind of idea seems like something that could be done successfully.