Toddler's Forum Posts

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  • Oh, sorry I am an idiot.

    Thanks !

  • Currently, these are the available triggers:

    On object Clicked:

    You get to choose "Left", "Middle" or "Right".

    You get to choose "Clicked" or "Double-clicked".

    You get to choose the Object to click on as opposed to "On click".

    Cursor is over object:

    This will trigger continuously when you are over a specific object.

    On mouse wheel:

    You get to choose "down" or "up".

    One time trigger unless you keep on scrolling.

    Mouse button is down:

    You get to choose "Left", "Middle" or "Right".

    This will trigger continuously until that specific mouse button is no longer down.

    On any click:

    Trigger once, on any click.

    On click:

    You get to choose "Left", "Middle" or "Right".

    You get to choose "Clicked" or "Double-clicked".

    But you don't get to choose which object to double click on.

    You have to use "On object Clicked" for that.

    On button released:

    You get to choose "Left", "Middle" or "Right".

    Trigger once.

    ==================================================

    Feature request:

    "on Mouse over":

    Trigger once only the minute mouse is over a specific object, very common usage in Flash.

    As opposed to "Cursor is over object" which trigger continuously.

    "on Mouse out":

    Yap, no explanations needed.

    I understand that this could be accomplished easily by monitoring "Cursor is over object", but this way of reasoning would also be along the line of someone saying why would we need "On collision with another Object" for Sprites that triggers only once when we already have "Is overlapping another object" and all we need to do is monitor the "Is overlapping another object" trigger.

  • Hello ArcadEd,

    I have a YouTube Channel where I talk about Programming, Drawing and more programming and video editing.

    I do this often along with programming and drawing on my own for work.

    This is one of the video of my Python Programming video [Don't watch part 1, it sucks cause back then I was just starting out, part 7 is the better one cause I get better ;p]:

    This is on a game I am developing:

    As of right now I have 1,263 subscribers and 537,900 views so I do have some audience on my side, I have the audio equipments [Tascam/Zoom] to record good audio and I would love to be part of your Podcast in someway.

    I can also bring some of my audience to you if this happens and expose them to Construct 2.

  • I ACTUALLY CREATED a Game Maker Manual that has been downloaded hundreds of thousands of times.

    You can download it here still:

    http://www.bracercom.com/Game_Maker_Function_Guide.rar.

    This manual was given the heads up by Mark Overmars, the creator of Game Maker himself.

    And I have created a Game Maker Platform Tutorial that has been viewed 69,756 times so I think I am in some small position to say that Construct 2 truly put Game Maker to shame with its Platform engine.

    The Game Maker community is now more & more along the line of "you want to make a moving platform bla bla bla or curve surface detection for gliding along bla bla bla, you have to learn to code a little, it wouldn't kill you, it is good training for you and it is not Game Maker's fault."

    Construct 2's attitude toward that is more along the line of "Really ? Is it really THAT DIFFICULT to code that into a drag and drop system that automates this ? I WILL SHOW YOU Mr. GAME MAKER HOW IT IS DONE !".

    To me, it is all about elitism, I am allergic to elitism.

    The minute I feel an overwhelming sense of elitism in the Construct 2 community will be the day I will leave the community, not that anyone cares.

    But right now...right this moment...Construct 2 is making the idea of drag and drop programming with vast powers made easy coming to fruition in a way unparallel in the game making world where "auto platform with moving erm...platforms" or "collision with curve curfaces" is still something where people have been brainwashed into believing it cannot be automated.

    Construct 2 users, you guys truly need to have a sense of how much of a God send Construct 2 is.

    I would actually encourage some of you to go try some other Game Makers and come back crying to Construct 2, atleast you will appreciate the magnitude then.

    If there are any Game Maker devoties here that want to start the whole "Programming is good for you, drag and drop can only bla bla bla" elite talk, please understand this, I have 11 programming languages under my belt, I have about 30 Apps in the Apple App Store and another 30 for the Android App store created using various programming languages from ObjC, Php, to AS3 with SQL database integration, so yes, I do "know" some programming.

    What I am stressing here is that Construct 2 is now slowly showing the world how Drag and Drop programming is done right.

    I truly admire the spirit and creativity on problem solving by its founders.

    Construct 2 is already the easiest HTML 5 app/game creator around.

    If Construct 2 ever implements timeline like Flash [Which I don't think so because the paradigm might force a recode from the ground up, I don't know] Construct 2 will DESTROY everything that Adobe is now trying so hard to do, All the Adobe Edge...or trying to save Flash by implementing WebGL in an awkward manner...it will ALL BE DESTROYED the minute Construct 2 have timeline animation integration.

    Fortunately for Adobe, this doesn't seem likely at the moment, but Construct 2 as it is is already setting a historic precedent for an amazing powerful drag and drop programming IDE.

  • How do I reset rotation after rotating it in the IDE ?

  • I am using Firefox [latest version] and it doesn't work the way it should for ShadowLights but that is ok because I guess Firefox have better things to do like cure world hunger or asking for donations and stuff instead of supporting basic HTML 5 like the rest of the browser does.

    For those of you who have a browser that support ShadowLights correctly, can you explain this to me ?

    From what I understand from the manual, the "Height" = the Length of the shadow cast [Firefox just give you the finger and make it extend all the way EVEN when radius is set to 0 and you have a very short height like 1] .

    I am somewhat confused that each object that have the ShadowCaster behavior implemented also have its own Height property.

    So...how exactly does the individual instance's ShadowCaster's height work alongside the main ShadowLights's height ?

    Does it:

    1: Overrides the Main ShadowLight Height and replace it with its own ?

    2: Compliment it as a multiplier like say it the ShadowLight's height is 2 and if the individual's instance height is 50, it halves the original height of 2 to 1 ?

    Sorry, the manual isn't clear on that, thanks for the help.

  • Toddler - I just checked the code and it already does this. Particles which shrink to 0 size are already destroyed, and one-shot particle effects destroy themselves when no particles are left. So just set a negative grow rate, destroy on timeout, and use a high timeout (e.g. 999) and it seems to work fine already.

    Oh THIS IS GREAT !

    Thank you !

    Note to self, set INCREDIBLY LONG timeout for the effects I usually do

  • It is an honor to have your reply Ashley.

    Yes, Destroy on Size zero will in my opinion, complete the particle system

  • Hello, I am not sure if this is the right place to put it, I apologize if it is not.

    We have the following:

    Destroy Modes:

    1: Fade to Invisible: Fade to Invisible and then destroy.

    2: Timeout Expired: Destroy after Timeout time reached without fading.

    3: Particle stopped: Destroy particle when/if speed = Zero.

    Can we add one more ?

    4: Size 0 Destroy: Destroy when Particle size reaches Zero.

    [This when working alongside Grow Rate with a negative value is used often in Visual Effects packages like AfterEffects].

    I use this a lot in videos like this:

    The Particle System in Construct 2 is robust as it is, but this final implementation will in my option, "complete" the particle system because this is very often use in actual video effect particle implementations <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Nuke, AfterEffects, and HitFilms have it, so having this would allow many effects created in a certain traditional way to be ported to construct 2 <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Thank you Jetz, hope you will create a wonderful game out of him

  • Thank you codah and Aphrodite.

    Hope my sprites will serve you well, please let me know when you use it so that I can enjoy myself to your works as well

  • For those who are just here for the sprites, here you go.

    http://www.truthfulconfessions.com/Piga ... es_All.rar

    For those who like mildly interesting stories, please read on <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":-)" title="Smile">

    A couple of years ago, after creating a number of apps using Flash [for those of you who don't know, Flash can output to ipa and apk], I decided to create my first game, I didn't think twice about technical difficulties because I have been programming in flash for more than 10 years back then, I thought I could get to just focus on the game play mechanisms.

    I created all the asserts myself other than the music as I am lucky enough to have a friend who contributes to that.

    Programming in AS3 for iOS is much MUCH better now but back then...I didn't realize a special kind of hell was awaiting me...

    The frame rate was unacceptable, the assert loading time was unacceptable, playing sound would cause the graphic to lag, I find myself going through hoops being FORCED to deal with low level stuff like pixel blitting and various other do that's that I usually would not be doing just to make things work.

    It should be noted that game programming in flash was actually quite painless and fun, the problem was how badly the Flash Engine runs on iOS back then that developers were forced into having to dive into pixel blitting and the likes to make the simplest scene run.

    The game took 6 months to complete and 90% of the time was spend on compromises upon compromises to get the game to run, it slowly became "what can be done" instead of "what I want".

    I wouldn't mind if my time was spend on making it more interesting/challenging but it simply isn't so, almost all the programming time was spend on trying to make that sorry excuse for a game engine work, the time spend on compromising with that POS Engine destroyed me financially because I stopped spending time working on other stuffs in my life.

    It really sickens me and kind of pull me out of the idea of game making for years, it was really damaging...

    It gotten so bad that I just wanted to finish the game for its own sake before I delete the entire project out of frustration.

    I can earnestly say that the only fun part of the production of this game was the creation of the graphical assets, from the character design to the 3D modeling and so on, which was really sad because I saw myself as a programmer as well, but was burdened and dismayed by the unexpected amount of time spend/wasted on trying to save the badly optimized flash engine on iOS, remember this was back then, Flash is slightly better now.

    Perhaps it was due to the bad karma I felt throughout the making of the game, it was a flop, the “what is that game ? I didn't even heard of it at all” flop.

    It has been a couple years now and I think I am ready to let it go.

    I need to let it go~

    Because I want to enjoy making games again.

    I hereby release every sprite and graphic assets from this game.

    You are all free to use it in your own games, even for paid games, credit given would be nice but I will not force this upon anyone.

    If anyone of you want to see this free game in action, you may download it here:

    iOS:

    https://itunes.apple.com/us/app/pigazoi ... 46933?mt=8

    Android:

    https://play.google.com/store/apps/deta ... roid&hl=en

    Soon after, something beautiful happened, I came across Construct 2.

    It was the early days of Construct 2 but I already knew that if I ever were to create a game again, it would be done using the amazing Construct 2.

    I purchased it immediately.

    Imagine a software that allows you to spend time having fun trying to figure out how best to place the platforms to make the game play more challenging instead of OMG the game experienced a marked slow down again + hours to find out that it was due to two transparent PNGs on top of each other that is causing the way Flash deals with GPU optimization to fail.

    Construct 2 users who have never have to find out what pixel blitting is or manually unload memory resources, you need to thank the Construct 2 Team for Construct 2 <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":-)" title="Smile">

    A few months ago, I decided to start making a game again, but because I know I will be able to concentrate on game play this time, I approached it from a fun perspective, I am back to the original me who wanted to create a game, the enthusiasm is back <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":-D" title="Very Happy">

    I am currently working on the videos that will appear inbetween the game level at my own pace.

    These are the only two video so far, there are still a lot more videos to go:

    First Video:

    Second Video:

    The progress will be extremely slow because I cannot allow this to financially destroy me like that last time ;-p

    For those of you interested and would like to join me, please drop me a message as well <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":-)" title="Smile">

    Now you know what happened <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":-)" title="Smile">

    Enjoy the sprites with a story behind it <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":-D" title="Very Happy">

    [ Note: Can someone help me host the File ? I am running out of Bandwidth Limit :) ]

  • How would you go about creating Mario’s stage level ?

    Would you lay it out in Construct 2 or would use use some sort of Voodoo XML file that lay out the elements and then read from it and create the objects as the player walks forward.

    I wonder how they do it in the early days when ram is a problem.

  • That was what I was hoping for Fireball

    I will look into it BluePhaze