Zebbi's Forum Posts

  • Zebbi - Did you answer your question about instance based update vs object based update? If I'm understanding you correctly, then I use it to control each instance as I see fit. You can update all of the objects or you can use the conditions to narrow down which ones are affected.

    You need to make sure all get updated though and that none get updated more than once... unless you are simulating high speed and need more checks per tick for whatever reason.

    -Honestly though, at the end of the day, I have yet to be able to put the platformer behavior to a good use baring simple use case scenarios. I usually end up making my own, that way it is something new, unique, and mine. Its hard but then you can do anything and not worry about side effects of using the behavior.

    Addressing this would be great (collision filtering solids)... though I believe the most useful thing that Ashley could provide is more tools for lower level designs (access to the built in collision detection for example). Custom movement is an idea in the right direction but really lacks the tools needed to work with ideas similar to what Zebbi noted. Not being able to access collision information, I had to basically make my own collision detection, filtering, and then built a custom platformer behavior over that. At this point I still tell people c2 is great for speed and prototyping, but once you get down to "making the game" you have to script- even in c2 - if you want something original, that is, from a mechanical perspective.

    I see what you mean, I'm still in the middle of switching to using this method fulltime since I'm not sure if it will work in the way I need, here is the example I built for Ashley to look at: https://www.dropbox.com/s/3ezha00yp7da5 ... tairs.capx as you can see, that just uses the stock c2 event, but you can understand with that how it SHOULD work, and how it's not possible to work currently due to the collision restrictions. Can I use the Ruskul mod to get this to work in the way I've exemplified?

    Of course, we might be closer if Ashley goes ahead with adding the simplest little event to disable collisions per instance: viewtopic.php?f=151&t=170337

  • I just wish it wouldn't lose my place when I clear the search.

  • Topic starter: Last online: 11 months ago

    ^^

    An awesome list nonetheless.

  • People have made games in flash, let's forget about native and see where html5 actually goes first

  • The equivalent of "!important" which naturally leads to be coding practices, but can be a nice quick fix if you want some action to take priority over another.

  • Wish I could think of something simple and cool to do with this

    I'll be interested in seeing where html5 is in a decade, definately.

    I kind of assumed they were going to implement a C2 style event sheet in Fusion 3 because it's the next logical step up, but was disappointed after seeing a recent dev shot that it appears to still have the same tired old spreadsheet editor. It would be a big step back returning to that now.

    And the chess pieces for icons.

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    I think it's, frankly, quite rude, tasteless and disrespectful to be hyping a competing game engine on these forums and suggesting it's somehow superior to C2 when the thing isn't even out yet. Yes Spark is intriguing, I'm signed up for Beta myself, but enough is enough. Seems some people are almost trying to extort information/release of C3 from Ashley at this point by desperately threatening to switch over to another (unproven) competing engine. More annoyingly, valuable C3 development time is potentially being lost here by Ashley having to respond to silly messages and ultimatums, so all this seems a bit counter-productive to me. I'm not saying we can't mention other engines here or anything, but there are surely better places for extended hypetalk and marketing jargon regarding a competing product than these forums, no?

    I think clickteam have the dictionary word construct banned as a swear from their forums, it's healthy to discuss competition to help shape development, scirra quite clearly aren't insecure about their product like clickteam are ??

  • :) yea hopefully he $250 sale shows them some promise so they consider doing a steeper sale.. i'd be willing to pay $100 per game.. to remove the splash.. but nothing more.

    That's my thinking precisely.

  • Zebbi man i love you but omg.. please stop stressing about a splash screen.. lol no one cares.. gamers especially.. there are unity games out there that make a shit ton of money and they still have the "made with unity" splash. unless you're doing a job for a client who is really picky about it.. you just explain if they want it removed they have to pay the fee.

    I'm not bothered, but clearly the developers thought it was overpriced enough to reduce it for a promo and they must think it's important enough to include, they've set the value of the splash, not me.

  • Hey so I know we had some discussions about the Cocoon IO pricing not being great due to certain constraints.. the new pricing might address some of these concerns and worth noting what changed.

    https://cocoon.io/pricing

    Howsabout $99 till the end of may for the splash remove, think that would be more appropriate? 🤔

  • >

    > > mod.haxor.fi

    > >

    > > I am working full time on threejs/C2 interaction now... but protracker is in my todo list...

    > > regards

    > >

    > Looking forward to it! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    >

    Zebbi

    I have just updated this plugin with .. song forward/backward jump command and stereo separation 0/1/2 type.

    Removed Dynamic compressor from Web api.. etc ./..

    http://gigatron3k.free.fr/html5/C2/protracker.rar

    for .capx ... PM me !

    Live demo:

    http://gigatron3k.free.fr/html5/C2/protracker/

    Regards ..

    Woah, how did I miss this update?? Thanks so much, Gigatron really really sorry about the delay, will play it asap! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    > Also sometimes the code doesn't do what you expect it to do which require strange workarounds.

    >

    Well, if you have concrete examples that may be considered as C2 bugs, please report them, following the bug report guidelines.

    If indeed some events are not working as they should because of the way C2 is programmed it first needs to be reported for it to be fixed.

    > Still not actually figured out how break points work or what they do in spite of having read the manual!

    >

    When you set a breakpoint for events in the event sheet and debug your project (not just run the regular preview), the execution of the code/program will stop when the breakpoint is reached and allow you to explore further the objects/values in the debugger.

    Ahh, believe it or not, I haven't used the debugger yet

    Still not actually figured out how break points work or what they do in spite of having read the manual!