zendorf's Forum Posts

  • I have been using C2 heavily for the last year and there are a couple of issues I keep running into that I would like to flag as possible feature requests:

    • When using the mouse wheel in the layout window, the default action is to scroll the layout up and down. This is fine for a web browser, but I feel that it is fairly useless in the layout editor and the sprite editor.

    The default should be a zoom function. Currently to do this, you have to click in the layout to make sure it is focused on this window and then hold ctrl to mousewheel zoom in. Doing this becomes quite tedious when you have to do it a hundred times a day. Please at least give the option to zoom by default in the preferences!

    • I would love to see a "goto next layout" and "goto previous layout" as system actions. This would look at the order of the layouts in the project window and go to the next/previous one. Then it is a matter of shuffling the order of your layouts in the project window to change level order , rather than fiddling with event sheets.

    I often have 50 levels plus in a game, and am continually changing the order of levels via event sheets or using a dummy sprite object with an instance "next level" variable. Whilst this works fine, it can get very clumsy.

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  • Ok, thanks blackhornet, that is what I thought. I am used to languages where I explicitly declare a variable as a float or an integer , so I guess C2 sees all numbers as floats. Still seems strange that an angle on a static sprite set at 270 degs in the layout should have a floating point value of 269.9997895409 and not 270.0

    Btw, was just looking at your midi plugin page for C2...looks right up my alley. Have you or any other users made any examples with it that I could checkout?

  • I had an object expression that was doing unexpected thing, so I setup a simple mouseover/text object to check what its angle was ingame.

    To my surprise even though I have an object set at 270 deg, it gives a floating point value of 269.9997895409 and one set at 90 deg and the value in game is 90.0002104591.

    Is this expected behaviour, maybe something to do with radians to degrees conversion under the hood? even when I set an explicit value to an integer in game or use the round function, this still happens...except for 0 which remains 0.

    Oh yeah... I had forgotten about the debugger (which is awesome btw) and confirmed the same thing. Addtionally many position values are also floats. Btw, these are object that are not animated, just moved or rotated by integer values in the layout.

    Not sure what the implications of this are? If I am testing an object for an exact integer value of 270 and it is actually 269.9997895409, does C2 round it automatically?

  • +1 Would be very useful, not sure what sort of hit on performance you would get though?

  • He is talking about having a "solo layer" function. Yes, this would be a nice option and there is certainly room on the layer palette icon bar.

  • NotionGames, sure I have a ton of questions, but I will just ask two. I am guessing that all your sprites and backgrounds originated as vector gfx. Did you use Flash or Anime Studio/Toon Boom to animate them?

    I like the mix of frame rates for the character sprites, a bit the like traditional cel animation where you would animate on ones(every frame) for fast motion and then on 2s,3s, or 4s for other shots. Did you have a rule of thumb for what fps you used for specific things?

    cheers...

  • Looks great NotionGames and I look forward to buying the PC version! Seems like the first really polished, pro PC game I have seen done with C2. Gives us all hope that it can be done :)

    A few questions if I may. What resolution do you use for the PC version...is it 1080HD? You have some very large character sprites there , is this causing any slowdown? Do you tend to import these large sprites at the exact size you need them for the game, or scale them down in C2?

    cheers...

  • I am talking about resuse of code between projects. Yes, it can be done with importing a whole project and copy/paste between event sheets but this is far from an elegant solution. A more modular system is in the works so it is only a matter of time...

  • Thanks for reply Ashley, makes a lot of sense. Sounds good that you are open to an inline scripting system at some stage, and as much as I love Python, Javascript is the logical language to use.

    pixel perflick, I am also very interested to see what the future holds with the proposed modular enhancements. Reuse of code would be a good thing , which is currently difficult with a visual coding system.

  • No, I am not talking about creating a custom plugin but having the ability to script out an event/action as an alternative to the visual system. Being able to script out things on the fly rather than creating a prerolled javascript plugin.

    This probably flies in the face of what Scirra are trying to achieve with the "no coding" philsophy, but being able to mix scripting and the visual style in the events sheets would be a nice option.

    I have barely tried Classic Construct, so I am not sure how successful the Python integration was.

  • The one thing I DO know is that the next game making software that comes out that combines the functionality of both construct and GM will be huge. Having an event system for non-programmers and a scripting language of some sort for those that do enjoy programming but want more rapid development will be amazing.

    I have to agree with this. Even if you can code, there are times that you want to simplify your workflow by using a drag/drop or code blocks approach. Likewise the graphical coding in C2 is great for simpler tasks, but can become very messy for complex operations.

    Just like in Unity, you can mix and match coding with graphical tools like Playmaker/Unscript or mix coding with Kismet in UDK. The newer 3d engines such as Bitsquid and Project Anarchy have this mix or coding and visual tools, as it really is the best of both worlds.

    GM is partially there, but the drag/drop tools are very weak and I just do it all in code. Hopefully C2 will have some support for scripting down the track, but I am not holding my breath as it is not something you could bolt onto the existing events system and would most likely have to be redesigned with that facility in mind.

  • Another Aussie here...living and working in Sydney. I am an animator/developer working on some 2D games with C2 and GM, in between my dayjob as a mographer.

    Lemo, that Bits and Pieces get together looked cool. Can't find any info about the next one though? Any one else from Sydney here?

    Why would anyone even bother to pirate C2 when there is a free version anyway? Probably just crack-kiddies wanting to add it to their collection of software that they have never used or even opened!

    Reminds me of a discussion on the Reaper(a music DAW) forums about people cracking that software, and how stupid it was considering it is essentially nagware anyway, and can be used for free if you are a tight-ass.

  • Kyatric, Arima...thanks for the feedback. So canvas2d is also hardware accelerated? No wonder I was confused!

    So this still begs the question of ,how do you know if you are using hardware or software rendering. Can you actually force the browser to use one or the other for testing purposes?

  • Thanks Ashley for the valuable info! Is there a flag or variable in C2 that I can add to my game HUD to display if it using hardware or software rendering? This would be useful when I try it out on various PC's.