Tylermon's Forum Posts

  • The function object can already do this.

    For instance you could say:

    Player-on collision with enemy.

    Call function takeDamage(enemy.strength)

    On function takeDamage(param1)

    PlayerHealth -= param1

    PlayerAnimation=hurt

    Also, iirc a function should remember the objects picked when it was called. I don't think you necessarily need to pass in uid's as long as you have correctly picked the object(s) you need.

  • No, HTML anything is flawed because it relies on browsers - for the most part Chrome.

    Chrome is flawed because Google doesn't care about anybody else - the least of all C2.

    So stop developing C2 - it is flawed because it is HTML5.

    Start work on C3, and go back to targeting the OS, Win\Mac\Linux.

    I think this might be the wrong engine for you if that is how you feel.

  • >

    > There is no easy way to replace one object with a new object and have all the events properly change over.

    > There is also no way to create the events without the art asset(placeholder or not).

    >

    I have not tried using Spriter yet so I cannot speak to how that effects things.

    I do have thousands of events and do use the "replace object" option from time to time... mostly I do not need to because most of my events are in functions that refer to a Family and Family instance variables / behaviors instead of a specific Sprite or whatever even if the Family has only one Sprite in it... that allows me to separate the logic from the individual object types.

    I may have to put more things into families perhaps. A few things I don't typically bother with due to only having a single object that would go in the family, but I may need to form a new habit as a workaround to issues down the road.

    Replacing spriter objects won't work sadly. It may in some cases but I doubt it, there are a large number of files imported and associated with a spriter object (a number of images, the object itself, and two spriter files)

    In general however, if I have a number of events and wish to change them all to instead of applying to object/family A and change them all to object/ family B, I don't believe there is an easy way to do this.

    I also don't believe there is an easy/viable way of using events from one project in another.

    It would be interesting to be able to import and export event sheets. Possibly generating blank assets to associate with them.

  • >

    >

    > The thing I HATE about construct, is I can't create my set of controls/behaviors/game logic without art. I'm the type that likes to get the logic done and working and connect the art to it later.

    >

    What does this mean?

    I built my game with placeholder art (static single images instead of full animations) until recently when I bought / made all the art and replaced the placeholders with the final art.

    Do you mean something different from that?

    Placeholder images are still less than ideal. I work with spriter files for almost all my animations. Changing these files to final animations can be tricky. I have to copy all the events, delete the spriter file and events, import the new animation with the same name as the deleted, paste the old events and hope everything carries over properly and no events were accidentally missed.

    I have seen projects on these forums with thousands of events. Having to copy and go through many lines and pages of events would become a huge chore just to copy and change a single file. Even a small change to an animation can become a big job in itself.

    This is a limitation I don't have with any other engine.

    There is no easy way to replace one object with a new object and have all the events properly change over.

    There is also no way to create the events without the art asset(placeholder or not).

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  • HI! im glad to see that you guys have a lot to say n.n

    fisrt of all, I LOVE C2 im not putting my faults on c2 , in fact im very good at fixing bugs and problem solving, but sometimes i see things made by programmers, and it puts everything i have done into shame, for example how would you make the AI of Age of Empires 2 on C2? game like Transistor wich has some extremely complicated mechanics? its a pain in the butt make an isometric game in C2, let alone all the mechanics of Transistor.

    The biggest thorn in my foot, its complicated math, i dont know how you guys would use sin() , cubic(a, b, c, d, x), qarp(a, b, c, x) etc

    i still have problem with lerp and clamp

    im doing my best, but im afraid that when my game come out, people will make fun of me for making the game on Cosntruct 2.

    many people see engines like Contruct2 and Game Maker as baby toys, i dont like it :/

    if i could find a programmer to take my place, i would do it, i think im putting in danger all the work of my boyfriend, the pression sometimes crushes me

    When your game is completed, there is no way anyone will know what you used to create the game. A game made in Construct can look and play exactly the same as a game from game maker, rpg-maker, unity, or even custom made engines. The issue comes from people advertising what engine they used which then starts stereotyping games. These engines get bad reputations because sadly, it is very easy to make a bad game. I always advise keeping the engine you used confidential. No need to tell the people you sell your product to how it was made. All they need to know about and see is the final result.

    The thing I HATE about construct, is I can't create my set of controls/behaviors/game logic without art. I'm the type that likes to get the logic done and working and connect the art to it later. Construct does not allow this. What is worse, is it is very difficult if not impossible to reuse events/"code" between projects.

    In unity/game maker for example I can script/code entire game elements and easily swap and use those with any game and any set of art materials.

  • If you use parralels you can use construct just fine.

    http://www.parallels.com/products/desktop/

    There are other alternatives, but this has always been what I have used for work. Haven't had any issues.

    Works better on newer/higher end macs though. If your Mac has less than 8gb of ram it may not be worth getting.

  • I think this was asked for before. Around the time the room region thing was implemented.

    I thought the answer was basically no. Value wasn't seen in it. Which is absurd. Open world and single layout games would greatly benifit among other things. But I believe the answer was along the lines of use multiple layouts.

    I believe the main concern was such a feature would likely be misused. And many people would complain about objects popping in as they load etc.

    Anyways, I would love to see this implemented.

  • Answer:

    https://www.scirra.com/tutorials/491/ho ... -in-events

    If you want it to be easier than that, please vote for this function to be implemented other whise you can play around like in the tutorial for the rest of your life <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    how-do-i-stop-events-automaticly-deleting_t121389

    Thanks. Exactly what I was looking for.

    Rather annoying though. Hopefully one day there will be a better way of doing this.

  • I don't feel families would solve the fundamental issue.

    For instance if I was using family 1 but need to use family 2 instead.

    I'm wanting to know if there is a way to swap assets. Even for something simple, lets say I clone/copy a sprite and I want the copy to take the place of the original. Is this type of thing possible? Or do chunks of code/events have to be entirely re-written.

    I am currently doing a project where my art, animations and sounds are not final. Importing new art that may need to replace old art would then be a problem. Some things serve a specific purpose and if there is only a single object...a family seems redundant, a potential work-around maybe, but I think it still shows a flaw or issue in workflow if the assets then evolve to no longer fit in the family, the issue comes back to how can I swap assets/events for other objects.

  • Lets say for my game I have object 1. I have been using object 1 for a number of things...but realized I really should use object 2.

    How can I replace my object1 events to instead be object 2?

    This is mostly related to art and sound assets.

    Would I have to re-write those events to use the new object?

  • > Can you Point me in the Direction of A tutorial on how to Swap Body parts ? am i just supposed to change the associated sprite? lucid

    > orry for the late response. We don't have a tutorial for that just yet, but if you look in the help menu of Spriter, the section on Character Maps is what you're looking for. Once you have them set up in Spriter you can add them with the character map actions.

    Tylermon normally if the object is supposed to be the same object, you should use the same object for it across animations. This will also ensure animation blending works. If you have an animation that doesn't import, please send it if possible, and I can look into it after the holiday.

    everyone, Just a quick heads up. We'll be spending the next couple of days with family. We'll be back on December 27th. Also, don't forget you can get all of our products on the Scirra store for 50% for the next 6 days!

    Happy Holidays!

    I had 3 separate animations. And spriter made 3 separate objects (one for each animation). This was for one entity.

    It then exported/went into construct as 3 images(should only be one). This is what I think is a bug. Because it is the same image for each object. It should have multiple instances of the same image, not require my project to have 3 of the same image.

    (got around the issue by not using those other object instances)

    I also don't know how to permanently delete an object. Even though the objects are not being used, it shows up in spriter still. I have tried going to the objects panel and deleting from there. No effect.

    I will try to duplicate the issue and send you the files.

  • Glad you enjoy the skeleton! I am very happy with it.

    Art is made in photoshop, and animated in spriter.

  • I believe and someone please correct me if I'm wrong. But the limit on android used to be 50mb and is now 4gb. That is using expansion files. Something I don't think construct supports yet. So for all intents and purposes, you probably want to stay under 50mb

    for desktop it's all about distribution. If you are making a stand alone game. Meant to be downloaded/installed. There isn't really a limit. But for a browser game just consider that on average 1gb takes 10-20 minutes to download. Most people won't be around that long to play a browser game.

    12mb is perfectly fine.

  • I used to work with GM. It was my engine of choice.

    I actually love the scripting it has. For me, it is much easier to work with. And immensely versatile. I have never liked drag and drop over code.

    I liked it so much as to start a tutorial series. And every so often I boot it up to help people that send me messages for it.

    Yet....here I am. Construct 2 forums.

    Not because of the drag and drop. Not because of the price.(ok partly because of the price) But mostly because I hate the GM level editor.

    I first used C2 and honestly was lost. Felt like it couldn't do hardly anything. I was in a battle of different thought/work methods.

    I'm not sure what it was, but after some time finally I understood how C2 was doing things.

    I won't say I like the event system. But I will say I believe it can do most everything GM can do. And do it faster. At least on a basic level. GM on the other hand lets me easily create complex systems that are easy to change and use across many projects.

    While I still greatly like GM. I can't justify using it because of the level editor. If they had a good level editor, I would probably be using it and have all its costly exporters. Native and easy exporting is amazing.

    The engines aside. Because they honestly don't matter nearly as much compared to art/animation. 80% of a game can easily be dedicated to art and animating. I feel it's best to find art/animating software you love and use the engine it is most compatible with.

    TLDR:

    GM is a great tool. C2 is a great tool. Both can do the same things. Both have great communities.

    It boils down to level editors and cost/exporters.

    They work fundamentally different but can get the same results.

    I can't honestly say one is better than the other.

  • lucid

    I have an animation that uses a single image/sprite. When I import into C2 there are 3 images(all the same, but renamed 1,2,3) i find this rather odd.

    This in itself would not be a huge deal, however no matter what I try, it won't animate.

    I thought I must be doing something wrong, and have been struggling with this for a while. However, I decided to try importing a more complex animation. 14 images. And the more complex animation works perfectly. I have saved everything the same, followed the same steps repeatedly. I am out of ideas. Perhaps there is a bug where a single image can't be animated?

    Edit:

    So it seems I solved the issue. However I still think it may be a bug, or am in need of an explanation.

    I turns out within spriter, my image was a new object in each animation. So there were 3 objects of the same image. looks like each object was then imported as a separate image. using 3x the memory/size than even needed. I still don't know why no animations could work though.

    My solution was having only 1 object across all animations.