Tokinsom's Forum Posts

  • You can use an array and write the file via asJSON and the NWjs object.

    Otherwise the local storage files are in \appdata\local\yourgame\localstorage, iirc.

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  • Don't think there's anything you can do about that yourself. I've got a new side project with little more than a player w/ platform behavior and some tilemaps and I'm still getting jank.

  • https://www.scirra.com/tutorials/537/ho ... s-with-svn

    Don't waste your time with your own server though; just use Assembla or something.

  • (I think I remember someone saying they can more or less "type in events" just by getting really good with the keyboard shortcuts.) There's also the back and next buttons to easily switch between conditions and objects while preserving as much state as possible. So I think it's closer to keyboard-navigable than some people think.

    Yep, I very rarely use the mouse in the event editor. With C2's keyboard shortcuts, windows keyboard shortcuts, tab, search bars, arrow keys, and the like, you can "type out" events very quickly. The only time things are slow is when I'm filling out default array or dictionary info or something...but even then you could type out strings in local vars and run loops to split them up into arrays and such.

    The alternate UI is interesting but I don't feel it's better or worse, just different. I like that I can see everything at once...but it's not really necessary. With the current system I can find everything I need quickly and easily, only seeing what matters in a given step of the process.

  • Yep, still getting a number of errors with NWjs, amongst broken features. Hope they are resolved quickly..

  • Hm. Could you not just give the objects a tier variable as well as the UID of it's father?

    Tier 0 (Grandfather) spawns 1 (Father) which spawns 2 (Son) and so on, sharing a UID or another identifying variable for reference.

    You'd find the grandfather by comparing an object's own UID to another and subtracting 2 tiers, father by subtracting 1, child by adding 1, and so on.

    Grandfather

    Tier = 0

    UID = 111

    Father

    Tier = 1

    UID = 111

    Son

    Tier = 2

    UID = 111

    Or..y'know, something like that. You could maybe build a string or array storing the UID's of all of an object's parents too.

  • Found out how to reproduce it. I'll file a bug report. Just posted here to see if there was a reason for it and if other people noticed.

  • Ashley I noticed a while ago that the property and object bars occasionally reset when changing an object property, exiting the image editor, etc. It's really annoying, especially when working with objects deep in sub-folders.

    Is this a bug or side effect of recent changes to the editor? Anyone else having this issue?

  • Strange. I'm on a laptop now but I have used Razer, SteelSeries, and WASD mechanical keyboards with C2 in the past with no issues. What model? Does it come with software?

  • Out of curiosity...why would anyone need to print out an event sheet?

  • This is actually great, but also kind of intresting : so a bunch of people managed to create exporters (and even speed up the events by transforming them in C++) for the current gen of consoles in their free time while the developers of the Clickteam Fushion were not able.

    One guy, actually.

  • Problem Description

    The NWjs object's "Set window width/height" no longer works, nor does the browser object's "Request full screen".

    Attach a Capx

    https://dl.dropboxusercontent.com/u/105 ... owbug.capx

    Description of Capx

    Attempts to resizes the window after 1 second.

    Steps to Reproduce Bug

    • Preview layout and wait.

    Observed Result

    Nothing

    Expected Result

    Window should be resized

    Affected Browsers

    • NWjs v0.13.0 alpha 5

    Operating System and Service Pack

    Win 10

    Construct 2 Version ID

    r217

  • Ashley Can you please make object time scales relative to the game's time scale, or add an action/property to make them relative instead of absolute? Object timescales are kind of useless as-is, unless setting them to 1 or 0. Doing things like making big objects slower / small objects faster, increasing enemy timescales if they are "frenzied", etc. is impossible unless they're relative, since I adjust the game's timescale for slo-mo and other things as well.

    I can probably make object timescales relative by putting them in a family and setting them every tick, but that doesn't sound like a good idea...

  • Yep. keep backups. I have 10 backups + DB backup + SVN server backup + teammate's backups. No it's not overkill

  • r4 is up. Items now have manual IDs to prevent them from reappearing after being collected. There was a recurring bug with the old method, and some users found it too confusing anyway with the way IIDs work with the room system.