vee41's Forum Posts

  • Rather than having it so every movement is already on delta time, they make it so you need to add a special little formula to make your game actually work the same on every system. There is NO hint about this little secret unless you sift through the tutorial section and stumble across the delta time tutorial.

    Every default behavior uses dt by design.

  • Nope. Saving a reference to the array is much more efficient anyway. :)

  • Is this still in development? It looks like a fun game that I'd like to play :)

    TwinTails

    Yes it is, I have been quite busy with other projects and progress has been a bit slow due that. But it's slowly chugging along, I'll try to post updates here more often :)

  • Reference UID of the creatures array in your items array.

  • Simple way would be to add them into container and create 'on created' pin to - event. No uids or iids needed :)

  • Nope. In what case would you need such functionality?

  • Still, if someone has come up with a slick way of doing this, (i.e. setting z order of a group of objects based on their y values) then give us a shout.

    Here is simple way to do it: sort Z order by Y coordinate

  • Doesn't really matter :)

  • That's really only workable if you're only working with a single layout, anything more and things start becoming a hassle. This is especially true if you want any kind of 'storage' system for party members you're not using at any time, and you don't want to have those party members active all the time.

    The main advantages of a "List object" are convenience, being able to keep track of multiple "Lists" (even multiple lists associated with the same family) at a time, organize and add to them, and keep them active across layouts without having to muck about too much with events.

    Say you want to add a new item to an inventory list object - just tell the list to check if the item isn't already there, and if it is and you've got a 'quantity' value, just increase the value by one, and if there isn't any in the list, just add the the object to the list. Simple.

    I still don't see anything that could not be done rather simply without arrays/lists. You can use arrays as traditional linked lists if you wish to have that kind of functionality. 'Deactivating' party members is quite simple to implement too.

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  • Couldn't you do stuff like that with instance variables and picking stuff based on those?

    For example:

    Each of 'person' objects would have variables like name, stats, inventory. You can reference these objects by using these variables, you can sort them, no index numbers or anything needed.

    Lets say you'd want a list of your strongest characters printed on text object, you could do something like this:

    for each person(order by person.strength descending)

    .. text.append person.name & newline

  • Instance variable are specific to instance of object, so there is probably something fishy with your events. Post a .capx or screenshot of events that are problematic. My wild guess: There is a picking problem, and you are not referring the instance you want to decrease in lifetime properly.

  • oh, too bad.

    This should really be improved in the future. If you have a big character that has many animations but uses always the same 7 or 8 images you're wasting an awful lots of space.

    Shouldn't be too hard to implement.

    thanks anyway.

    They already implemented what you are saying a while back: scirra.com/construct2/releases/r133

    On export, your images should be deduplicated.

  • vee41 , I got that from the sales page here:

    https://store.unity3d.com/

    Here is quote from the unity FAQ:

    Can we sell games and make money with the free version of Unity?

    Yes you can create and sell a game with the free version of Unity, without paying royalties or any revenue share. However, the free version of Unity may not be licensed by a commercial entity with annual gross revenues (based on fiscal year) in excess of US$100,000, or by an educational, non-profit or government entity with an annual budget of over US$100,000.

    Please also be aware that the feature set of the free version is not intended for the production of professional games and interactive content. Lastly, games made with our Pro trial licenses may not be distributed nor used for commercial purposes.

    And here is another one from the download page:

    The free version of Unity for Windows. Includes publishing support for iOS, Android, Windows Store, Windows Phone, BlackBerry, desktop and Web, and a 30 day trial of Unity Pro (with Pro publishing for iOS, Android, Windows Store, Windows Phone and BlackBerry).

    And like said before, Unity has solid track record of high quality mobile games. With the new 2D tools becoming available soon it is something I do intent to check out. Nothing beats C2 in approachability though :)

  • I Really like a lot of things about Unity... Price is not one of them. To be able to publish to all of their mobile platforms would cost close to $5000.00 USD (iOS Pro + $1,500,Android Pro + $1,500, BlackBerry 10 Pro + $1,500, Unity Pro + $1,500)

    jojoe

    Didn't they make mobile publishing free recently? As far as I know, you don't need the pro versions for developing and publishing games. I am no unity expert though, so correct me if I am wrong :)

    On the topic: Yeah, having solid mobile exporters would be a great thing. It's probably the single biggest thing that makes me question C2's long term future.

  • vee41

    doesnt work for me, I created 64x64 gradient picture, then converted it to C2, resized it and when I launch it via CocoonJS - from usual 50-60 fps to 30fps :/

    any other way?

    trance

    That is simple way to save video memory; the sprite will still have to be drawn and will have impact on performance. Here are few links to get you started on the topic:

    Thehens excellent tutorial

    Performance tutorials