Tokinsom's Forum Posts

  • I'm with A bitmap font that lets us use different colors, font styles, behaviors, etc. in a single string would be awesome. Here's an example from Marty's Fun Tumblr:

    “Regular Text|||| [w1][c1]Color Test||||#[w0][s1][c4]Color Test2||||| [r]Regular Text#||||[c9]I’m a dialog box!”

    (what do you call these btw? string/text codes?)

    Here is a slightly cleaner example from MMX:Corrupted's dialogue editor. Give it a minute.

  • Buildbox does look kind of interesting. Tired of not seeing tile support in 2D game engines though. Y'know, those things ~90% of the world's 2D game levels were built with. Seems this engine is targeted towards simplistic mobile games though, so I guess that explains it..

    edit: Ew. stick with C2, guys.

  • +If Scroll_Horiz = 1

    -Set ScrollX to Player.X

    +If Scroll_Vert = 1

    -Set ScrollY to Player.Y

    Some behaviors serve only to limit your options and save a few clicks...

  • What is with this forum and analogies.

  • Oh..lol. We've had the layout size at 10,10 because we're shaping the level with our own room zone objects, and forgot the margins are relative to the layout size. We've also been using Tiled for the longest time so eh. Either way it'll let us continue doing things this way if the margins are increased. Thanks!

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  • Ashley With tilemaps, rendering cells, and the 'recreate initial instances' action, creating and managing very large levels or metroidvania areas in single layouts is finally possible. However, we were surprised to find out that the maximum layout margin is only 10,000...preventing us from finishing some of our levels. Any chance this limit can be increased in the next build?

  • Immensely. Especially when paired when rendering cells, if used properly.

  • For the record I haven't had any performance issues in a long time (using NW.js). Granted I am developing retro games with a resolution of 320x240, but it still has very large dynamically loaded levels and such. Maybe just stick to slightly smaller games...it's still browser technology you know.

  • Try working with other people. There is a certain obligation and motivation to finish things when working in a team. And of course you can bounce ideas off eachother and gain new perspectives on this and that.

  • From the manual:

    Tile positions

    When using tiles in the object's conditions, actions and expressions, positions are generally given in tiles instead of layout co-ordinates. You can convert between tile positions and layout co-ordinates using the PositionToTileX/Y and TileToPositionX/Y expressions.

    Basically the tile you want is the x,y coordinate of that tile divided by the tile size.

  • I'm afraid to know how much time I spend on my projects D:

  • jayderyu Yep that's about it. The 'template objects' or 'default instances' (pretty sure that's what Ashley referred to them as) are very oddly handled, and behind-the-scenes no less. I fully support a prefab system similar to Unity's, but I don't expect to see that until C3. However, we can work around these faults right now in C2 by introducing the features I brought up here.

  • What are you talking about dude. IID's are unique to the instances in a layout and only utilized at runtime. I don't see how they have anything to do with the project's default instance of an object type, which is what this thread is about. I never even asked for the object properties to display the IID - just if it was the default instance (the very first instance created for that object type in the whole project, not at runtime or in a specific layout)

  • I'm not talking about anything during runtime, guys. I mean the default instance in the editor - the very first instance ever created that future instances inherit their properties from.

  • newt Pretty sure that's just the IID for runtime purposes. The object properties only displays the UID which isn't very useful at all.