Tokinsom's Forum Posts

  • A while back I made a thread about looping music tracks with intros that should only play once. The consensus was to use 2 different tracks and one of many ways to decide when one has finished and the other should start (taking the tag which I need to use elsewhere..) I'm pretty sure I tried them all and ended up with a slight pause or gap in-between the two every time.

    That said, is it possible to add an extra parameter to the "play audio" dialog that tells the music track what time to loop back to? Even if it can be done with 2 tracks, this would be much easier.

    While we're on the subject, is it possible to allow additional tags like the function parameters?

  • The average "serious good-looking game" can take anywhere from 1 to 5 years to make, sometimes even more. Construct 2 is hardly 3 years old. There are a few out there already and not all of them are on this forum.

    You're also comparing C2 to game engines that have been around for a decade or longer and cost much, much more.

    The main complaint in this thread is C2's lack of modularity..something Ashley is likely working on as we speak and has been promised numerous times. I mean..come on, man. It's pretty amazing what Ashley has accomplished almost entirely by himself in such a short time and C2's future looks promising.

    I do agree that there isn't much of a "middle ground" around here though. I blame the tutorials section. The thought of writing a full-blown tutorial is a huge turn off. We need a forum, like every other game engine has, for people to share example .capx's to show off, experiment with, improve on, and learn from. It's the best way!

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  • Off the top of my head...You can try storing the distance between the mouse and the object in private vars when it's clicked (by subtracting both x & y coordinates), then set the object position to the mouse minus those vars every tick. Of course you'd need a "picked" variable to decide if the object should be dragged.

    The pin behavior would come in handy here since it accounts for offset, angle, etc. but I don't think you can pin an object to the cursor, and any object following the cursor lags so it won't be totally accurate.

  • I'd just give the parts 2 private vars - x_offset and y_offset, then set their positions to the parent ship + those vars every tick (so you can move them around bit). Alternatively you can give the parent ship image points and set the parts to those. You can also try the pin behavior I guess.

    Using 'every tick' like this is not a big deal, and isn't for most things.

    As for the new question..you can have a single object for all the wings and such - just use different animations and variables to set them apart.

  • It's just your keyboard.

    en.wikipedia.org/wiki/Rollover_(key)

  • Well you pretty much answered your own question there ^^; During the loop check if an object is at the position of the current x,y of the array and write some data to it. (If you're using a grid, then cur.x*tilesize, etc.)

    Personally I'd just use a dictionary and "for each" on all the objects I want to save.

  • R0J0hound Thanks man, this is pretty solid! Kind of confused by the collideCheck function though - I didn't know you could use them that way. Also what is the purpose of events 11 & 12? Removing them doesn't seem to change anything.

  • *scratches head* I've been using CC/C2 for over 4 years man. I know lol. I'm just tired of relying on built-in behaviors and would like to start writing my own as I did in MMF and GM, but since CC/C2 use delta time it's not as easy and there isn't a single example on how to write your own collisions that aren't complete trash.

  • The 8 directional behavior is pretty far off. It does not move against diagonal walls at all, and moves slower in ordinal directions than it does in cardinal directions. Also setting its acc/dec to 0 means it won't move at all..

  • Practically every CC/C2 user, including myself, has relied on the built-in behaviors for movements & collisions. Because of this (and delta time making your own collisions difficult) there are no examples or anything on how to create your own movements & collisions with events or even the custom movement behavior. The built-in behaviors are pretty good but they don't cover everything...

    Anyway, what I'm trying to make is a "classic action/RPG" movement like those in Zelda:ALttP, Illusion of Gaia, Chrono Trigger, etc. In these games you can:

    -Move in 8 directions at a set speed (no acc/dec)

    -Move along diagonal walls (example)

    -Move up horizontal stairs (example)

    Does anyone know how this can be done?

  • It's pretty easy to make a level editor using an array or dictionary (I prefer the latter), especially if it's just for a puzzle game. There are some examples already, just search for them!

  • Yeah I just deleted about 80,000 of these last night. Please look into it!

  • The win7 scheme looks pretty ugly to me...I think the best is the default scheme but with green or orange variables & includes.

  • Nice. I wish we had a forum for stuff like this, like the old "Your tutorials and example files". "Your Creations" and the tutorials section just aren't the same.

  • I keep forgetting about while loops. Yeah, use that instead.