Tokinsom's Forum Posts

  • That's just how C2 handles bad performance...it skips frames instead of slowing down which, unfortunately, can cause some major problems. I also would rather have slow down..it's what people expect.

    Maybe you can code it yourself using time scale?

  • Jittering can be caused by a number of things.

    -Game resolution

    -Player movement speed

    -Camera Code

    -Parallax Settings

    -Project Settings

    Only way to get perfectly smooth scrolling in low-res games is to move the player the same speed as the refresh rate..but uh..yeah..y'know. Or you can disable pixel rounding and use high quality fullscreen scaling..but then your graphics move on "sub-pixels" and you risk seams as well.

  • shinkan Yeah I strongly disagree with Ashley on that one. For example, if you're using a separate object for an enemy's collisions, then you must code both objects to work in perfect harmony which can be a real pain at times, especially when dealing with multiple instances. Suddenly you end up having to do things like set & compare ID's or use containers, position the enemy to the collision object, give the collision object behaviors and variables instead of the enemy itself, make sure both exist or don't exist together, put them in separate families so one does this and the other does that. Then do you use one collision object for every enemy, or do you make a new one for each enemy? I mean they will have different behaviors and variables and properties so...

    All of that can be avoided by simply giving the enemy an additional collision mask. One to handle collisions with the environment, and another to handle interaction with other objects.

  • This is how Super Smash Bros. handles collisions/hitboxes/hurtboxes http://youtu.be/tonqj4rkjIU?t=1m17s

    I can't imagine doing anything like that with the tools we have now. With Spriter, maybe, but not C2's standard toolset.

    Multiple collision polys would be great for everything, not just fighting games. For example you can have a platformer where enemies have a simple box poly for good collisions with the environment, then a more elaborate one for interacting with your player and such. No code, extra objects, or containers required.

  • "but what i was asking is if construct have the necessary tools not if i have the skills to do so"

    Couldn't hurt to look around, download the free version, and see for yourself!

    (yes, yes it does.)

  • Yeah if you've already got to try one out and are happy with it then by all means go for it. I only bring it up because I was also looking to get a Surface Pro 3 so I'm not glued to my computer desk when working on games, but learned it has some 'issues'. I suppose it's a matter of preference as the specs are pretty similar. As for the integrated gpu..there aren't too many options under $1000 :T

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  • Dell XPS is a better option from what I've seen. Linus tech tips goes over quite a few problems with the surface pro.

  • Ashley If you do that too many times (usually 5 or so) NW will glitch up...instead of running the game a random, blurry, scaled up sprite from your project fills up the screen and flickers. Should I post a bug report or take it up with rogerwang ?

  • It makes some things a little easier I suppose, but ultimately is kind of limiting. Truth be told it's the same animation system as Klik 'n Play had...20 years ago. Besides, any decent image editing program can compile sheets for you (though Pyxel is still the best for animation/sheets).

  • You shouldn't use giant images like that anyway. Instead use one tilemap for the tiles and another for collisions.

  • +1

    It makes no sense to break spritesheets down into individual frames/images in the first place, especially when C2 compiles them back into sheets upon export. It's too late now but if we had an animation system like Pyxel's that'd be awesome. You could change the source sheet as well for multiple characters / costumes.

  • Yep that's about it. As for the 3rd party plugins...if CC/C2 and MMF (which many Construct users used at one point) didn't have such a bad history with 3rd party plugins then people wouldn't be so apprehensive about using them today. There is no quality assurance when it comes to plugins..they are often buggy, unstable, have poor/lacking documentation, don't get updated frequently, and could be abandoned literally any moment. In fact I've had to cancel an entire game months in development due to poor integration of a plugin. Nowadays I avoid them unless they're REALLY special or offer something I know Ashley will never add (e.g. sprite sheet plugin w/ image offset).

    As for tools like the level editor in the Rayman video...Though it may be feature-rich and streamlines the level design process, it's probably fairly difficult to use. I dare say it's like learning a whole new program in itself. C2 and the rest are all about accessibility and ease of use...even if that means sacrificing features and making things more tedious in the long run.

  • rogerwang Appears to be fixed in that build; not a single snag or flicker or anything

  • rogerwang I'm still getting some very short "hiccups" once in a while, which are sometimes accompanied by the screen flickering black once. Is this a different issue? I thought this is what people were reporting here but for much longer durations.

  • Ashley Blah. You're right. I apologize. It's just that there are a few things with the editor my teammates and I are tired of dealing with. If they have a problem with it, it comes to me, and then I come to the forums about it...unfortunately our frustration often comes along too. Anyway, here are some of the features/requests I've been referring to...

    -Sharing layers & layer properties between layouts, including ribbon properties like grid size, snap-to, etc. (This feature would be huge for those working on metroidvanias or multiple-layout levels.)

    -Selecting previously-placed tiles on the tilemap canvas, not just the tilemap bar.

    -Multiple tilesets in a single tilemap object.

    -Center orientation for tilemap objects (so you can resize a tilemap object without shifting or losing rows/columns of tiles)

    -Highlighting multiple items in lists (layouts, layers, animations, animation frames, objects, etc.)

    -Tabbing through object/project properties.

    -Highlighting search words in the event editor.

    ...I feel like there's more but this is what I can think of off the top of my head.