Thndr's Forum Posts

  • I've only done it once when my computer was lagging. Other than that Steam refuses to let me open multiple instances.

    Got a trick for that?

  • 1 - If this was done via the animation system, you would have to create additional frames for each possible state. Say that you had a platformer and you wanted to have this sort of system where you flash white after being hit (similar systems occur in lots of games). You would need to make white jumping frames, white running frames, white attacking frames, etc etc. If it's possible to do something programatically and not put additional strain on your art team, it should be done. You would just have to make the hurt animation like that, or at least part of it. It's not that many assets and if it is then you're trying to do too many.

    Most of the time you're only get hurt in like 2-3 positions at max.

    Although if there was a method to apply a mask on 1 layer only that would be pretty cool.

  • Deko

    Glad to see someone is working towards this again.

    I know that Velojet has stopped working on the project, but that doesn't mean you should hesitate trying to make a plugin that uses PhotonCloud. I think that someone taking up the mantle would be good in order to get the people who make PhotonCloud to want to support Construct 2 development.

    There should be multiple ways of doing something, and currently Simple Online Multiplayer is a bit lacking for C2 at the moment.

    I do suggest that once you have it more complete to make your own thread about it rather than use this old one. This thread has a lot of information that could confuse newcomers that would use your plugin instead.

  • Another possibility is to use google's support for expansion files. Ashley's suggestion of the app downloading the assets and relying on caching would be the simplest solution.With this wouldn't you need to host your own assets, or would Gplay host them?

  • Well what exactly are you trying to count? How many tiles in the tilemap? How many non-blank tiles? How many tiles use the tile type?

    Clarification on what you want and how you would use it would help as they can't implement a feature without knowing what it needs to do.

  • So if a switch from Canvas2d to WebGL would be made, this fellow user would be "argh everythings fine".

    As i said, just let it optional. So the users can switch betwen those two.

    Well while I do like the option to allow people to do more if they want to explore developing with WebGL, Scirra's mission statement is to have C2 to be supported on older computers.

    On these computers the end user doesn't even know what WebGL is, and would not know how to enable it IF they can. While most computers nowadays support it out of the box and the older ones drivers can be updated to support it, it's only really transparent on Node-Webkit. Browser based games they would have to enable flags, or update their browser version.

    Lots of those requirements are very easy to do on PC, but mobile devices with HTML5 support do not have it that easy. Many of them run worse WITH WebGL enabled. Scirra does not like introducing a feature that requires too much WebGL without really having a go at Canvas2D implimentation first.

    They could've made the tilemap plugin webgl only, but they worked at it and their implementation of it is wonderful. Perhaps in the coming years they could not put as much importance on canvas2D, but legacy support is very important at this moment in time. Plus if they can make it work for Canvas2D, it will work smoothly for WebGL and that's important too.

    Out of curiosity: how it was made in CC? It worked perfectly there.

    .CC used DX9 as it's foundation so it had more access to the video card. WebGL is essentially that, however Canvas2D is a bit weaker as it was designed to be simpler.

    For animation I heard you can simulate that via "load from URL" in your events, although since it's part of the existing TiledBG I don't see why they could introduce filling from part of an image based on how the Sprite object splits and loads different sections of an image. At the very most it could create multiple images instead of one stitched image, if the area-fill command messes up with a image section.

    Offsets and rotation, other than moving the object itself, would probably either be very tricky for Canvas2D, or WebGL only as it's more intensive on graphical manipulation. If they were WebGL only though, they would still have to not crash/make Canvas2D run any slower as well.

  • Instance variables should let you do that so when you check them you know they should be allowed to interact with each other.

    Another thing is using families, but that also would require multiple objects. However you can have all the properties those objects need applies to the families and thus are able to add new objects without needing to re-do all the variables/behaviors.

    Most of the time when collisions are being triggered globally, you're checking for a very generic collision event that includes the objects colliding.

  • You can change the preview browser/mode if you click on the project title and then select "Preview Browser" > Node WebkitYeah, that feature was added after this thread was created.

  • No - 'trigger once' ignores instances completely, because it's a system condition.Ah, okay then.

    Although wouldn't it still track the instances of the previous picked conditions?

  • Well, perhaps I meant to define it in terms of what it does: it makes events that are true for several ticks only run on the first tick they're true. I don't think it's clear what it ought to do when in a subevent to a loop, since the definition of "true for several ticks" no longer really makes any sense. So I'm happy to leave it doing whatever it happens to do with the current implementation.Well for a "For Each" loop wouldn't it be based on instance where if it did that action last tick for that specific instance instead of checking if that part of the loop ran at all? Unless I'm misunderstanding the implied For-Each in the code if you removed the loop condition.

    If so then I'll have to be more careful with those loops and have learned my lesson on what they don't do. (Sometimes I add them to make sure something runs for every instance)

  • I got around it by using functions and disabling previous boolean after it has ran so it only triggered once. instead of every tick.

    Ashley Well even if it's supposed to be "Run this tick if it did not run last tick", it does that but only for the first instance. The instances other than the first go "Run every tick", ignoring the trigger once.

    Understandable if it's an issue not worth fixing as it's a bug that happens with crappy code.

    Colludium

    It's an obscure problem and I was doing quick code when I came across it. There are better ways to do it (as what I already have done), but it just looked broken due to that without the "For Each Text", the events runs for each Text and function as expected.

    When you have a 2 condition event like that running every tick, it's implying the "For Each" in it's picking (as far as I know). I wanted to pick 1 object and run a group of events for that specific object for every instance of that object. Without the For-Each it was breaking as when I trying to select other objects linked to it, it affected many things I did not want.

    Using UID and functions I segmented the code, and forced picking by UID through the function instead of picking by Current Instance in For-Each loop. Still using a For-each for the first part, but since it's for-each I just grab the UID and have it run the function when I have it set to turn off the boolean as an action rather than looking to see if the boolean was just turned off.

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  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/73774002/foreach-triggeronce.capx

    Steps to reproduce:

    1. Hit any key

    2. Hit any key again

    Observed result:

    First instance behaves properly, triggers once.

    Second instance does not.

    Expected result:

    All instances should trigger once.

    Operating system & service pack: Win7x64sp1

    Construct 2 version:r154

    =====

    With how it's setup, it should trigger once per instance that is TRUE. It only triggers once for the first instance that is TRUE, but every tick for the rest of the instances.

    If you remove the For-Each, it functions as expected.

    =====

    I'm currently using For Each along with Trigger Once because I need it to trigger once per object that has the boolean, and half of the code breaks if I remove the for-each, and the other half breaks with the for-each.

  • Ashley

    Any plans on expanding asm.js support to other plugins in the future?

  • pakl

    Thanks again for sharing the love.

    Now we just have to have Ashley and crew to take a look at it.

  • Steam version verifies with your steam account, and does not use the regular license verification