Tokinsom's Forum Posts

  • Not sure what the point of this would be... If you're going for depth of field you should look into shaders or blurring your BG assets beforehand.

  • Er, well, as far as tilemap features Tiled offers a bit more, but C2's layout editor is significantly more powerful as a whole.

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  • This is a fairly common and EXTREMELY useful feature that's been requested in the past. Not only does it allow you to "shift" large portions of the map, but lets you make complex patterns to be placed elsewhere and generally speeds up the entire tile-laying process as you don't have to move the cursor all the way to the tileset just to change tiles - you can pick up nearby ones. Suggesting you export your tilemap to an entirely different program, make one change, then import it back into C2, is pretty silly!

    Also instead of select,copy,paste,etc. it'd be quicker to have a tool where you click+drag to "pick up" the tiles and when you un-click it switches to the draw tool.

  • Oh yeah I forgot you have to use .ReadFile ^^; Like I said I was going by memory!

  • valdarko This can be done with a "zone" object and clamp() to restrict the camera. There is a good example in the .capx tutorial section.

  • +1

  • Looks like Root is a number variable, but it should be a text variable! Double click it and change that in the drop-down menu.

    Also you might want to add more than just "C:\" but it depends...For example, if my project folder was on my desktop I would set Root, in preview, to "C:" & NodeWebkit.UserFolder & "Desktop\Project\"

    You might want to set a text object to Root to see exactly what it returns (or check it in the debugger) then look in that path to see if the file was created or not.

  • Very simple! You just use the dictionary's "Load" action, then enter Root & <FileName>. The dictionary will then be exactly as it was when saving.

  • If the plan is to write the files to the app folder then WebStorage is entirely useless; why are you guys pushing it so much?

    You basically want to do this:

    Make a global var called Root

    +Is in preview

    -Set Root to <Path to write files to>

    +Is NOT in preview

    -Set Root to NodeWebkit.AppFolder

    Then, if using a dictionary to store save data...

    +On Function "SaveGame" (or whatever)

    -Write file to Root & <File Name> with contents Dictionary.AsJSON

    The Root global var is used because, in preview, AppFolder returns the node webkit folder in the C2 install directory. More info here.

    (Note all this is from memory so you might want to check out the manual if there are any problems)

  • Both dictionary and array objects can do this just fine. Save the data as a JSON string and use the node webkit object to write that to a file wherever you want. The manual contains all the info on this.

  • Nah. Only difference is the images for both players will be loaded at the start since they're in the same object, which isn't a big deal either.

  • Depends on the game. C2 doesn't necessarily provide what you need to build a decent level editor. Some examples...

    -Can't retrieve instance variable name or index

    -Can't set instance variables by expression or index

    -Can't create objects by name

    -No menu bar

    -Very few windows controls

    -Tilemap object is designed only for edit time

    -Editor has to be contained in the project it is used for if you want to use the same objects and all, which can be quite the problem.

    Which kind of sucks because if you want to build a custom editor for, say, a metroidvania or zelda-style game, you're pretty much screwed. C2's layout editor is fantastic for level-based games though.

  • RamPackWobble

    -Most platforms will be static, yes, but it'd be great if they work with moving platforms too.

    -Anywhere from 1 to 10 I imagine.

    -Yes they will just walk past eachother on the same wall

    -They can have varying speeds

    -They don't react to the player at all, but I might have an object to turn them around upon collision.

    LittleStain Yeah I've tried but never got farther than square/rectangular platforms. As soon as the slopes and round surfaces come in I'm lost. Once with just events and once with the platform behavior. I'd really like this to work with physics though..hm

  • Sorry I should have mentioned that! It will jump when you click on it, or when it collides with special trigger objects.

    It will jump like any other platform character with different gravity angles, and only clings to other platforms upon contact. When this happens it rotates (clockwise or counter-clockwise depending on the direction) until its "feet" are on the ground, and then proceeds. As shown in Example 2, it will always move in the same direction, only turning around when touching special objects. So yes it will infinitely loop around the L-shaped platform at the end of Example 2.

  • I used to do this in CC with the Color Replace shader and Image Manipulator Object. If there's a C2 plugin that can retrieve the color of a pixel + offset vars then it's definitely possible.