zeno's Forum Posts

  • This seems like it will be quite a interesting plugin. I am looking forward to testing it.

  • Anyone?

  • The cap i was trying to modify is called lvleditortut.cap and you posted it on page 5 in this thread. Sadly i didn't keep the changes i had made though as i failed to get it working correctly.

    I couldn't get the icons/gui on the left of the screen to ignore the MagiCam scrolling without making a new layer, which is what i then did. The new layer made the gui work but then caused the drag and drop part to break as it put new items on the wrong layers. So in the end i had the result i wanted for the gui but had broken the drag ad drop which was the most important part.

    The main thing i was aiming for was to simply have that editor with screen scrolling so you can make larger game areas.

  • I was just wondering are the generated numbers int's or can they be floats with decimals etc?

    The recent Noise 2.0 plugin is really great, this seems to be used in combination with this new plugin soon to be released. So i am just wondering will there be examples also using the Noise 2.0 plugin that explain how to create these world style systems you describe here?

    Also can this be used for other tasks than complex random worlds? Maybe quickly making a huge array of values etc? also when it is used for worlds is there much lag/slowdown while it's generating the values?

  • I can add that to the description. You don't need to change more than one option with the Adjust actions. You can change one, two, or all of them. I did that so the actions wouldn't get cluttered.

    However, if I group them all into a Tweak section, it won't be so bad. I'll look into that.

    Thanks this will be useful.

  • Basically help documents are needed for software like this and the minute you make a program commercial along with bug fixes it becomes a must do thing.

    The community here is great (well mostly) but on some indie dev forums i have seen a lot of elitism by construct users. Basically they will jump into threads about other game making programs with totally off topic comments in the style of "That program is rubbish, you should use construct instead" which really doesn't help promote a good image for the community here.

    Also a lot of comments i read will be un-informed things about features where they say that the other program does not have 3d, coding options or effects etc when usually these apps do have those. That comment is a bit over the top though but i think the point behind it (documentation is needed) is right however this community is great and very helpful but i can see why some people off-site might have a negative opinion.

    As for help docs though it seems like these are on the way which is great news, i hope this will apply for C1 also.

  • Is there any documentation or examples for the Ribbon object that shows distorting a sprite around placed points/positions?

    I have searched around and found no documentation for this object, i found a old example where a circle sprite follows the mouse in a trail but it disappears and i want the result to stay still rather than fading a way.

    Basically what i am trying to do is like you see in the objects icon where it has a mesh then bends the sprite around points forming a path. Does anyone have any examples or information about how i could do this? thanks

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  • I am having trouble adding something to the level editor example that is posted earlier in this thread. What i was doing was add in the MagiCam object to follow a hidden sprite and scroll the area so you place more parts in a simple way.

    The problem with this was the graphics you drag and drop would scroll around also so simply made a new layer with no scroll amounts with the graphics you drag and drop. That then worked however a new problem then happens in that the new graphics are placed on the wrong layer and act like the GUI part.

    I have tried to do things like change the actions layer values and workaround but with no luck and if i do for each events for the blue group to place to a layer then the GUI also gets placed to the first layer. It's possibly a bug also but i don't know.

    Does anyone know how to add a scrolling system (MagiCam object if possible) to this level editor?

  • You should be able to set those options in the adjust perlin action, I will look tonight to make sure. Lower than one on the octaves makes sense, thanks. Higher than eight varies depending on your other settings. I have been up to 10 and 12 octaves at times.

    What i mean is as single actions rather than needing to set multiple values together, maybe others might not agree but i would find that useful.

    By the way it would also be useful if in the plugins description it said that you need to place the dll in the same location. I know this of course but it's the type of thing that can easily be forgotten (well by me anyway) so it would be like a useful reminder.

    The suggested fixes work great, i do get a warning that something is no longer supported though but it builds ok.

    Where i had trouble was with plugin and movement source codes, i did the same thing that was needed for the template but it gives different errors.

    As this happens i am guessing you cannot build them with the SDK but rather have to build the complete source and it would build multiple extensions together as well as the editor. It is great that i can make extensions at last without giant downloads but it would have been nice to have been able to use the plugins as starting points or to extend them with new features.

  • I am from the UK and to be honest i don't care about the royal family. A lot of other countries seem to think everyone here loves the queen and drinks tea, it ok but i prefer coffee. I didn't celebrate but it was nice to have a extra day off work, a lot of people had celebrations and like them here though.

    They are just celebrity's like you say, what a lot of people are not aware of is that the royal family is actually of German ancestry anyway, it's says on wiki and is talked about in documentary's also.

  • This is a great plugin thanks, if it is possible it would be useful to be able to set the Perlin Quality and Tiling with a action.

    By the way i found that if you set the octaves higher than 8 or lower than 1 it will crash. It might be better to put a min/max limitation on that to avoid this. Hopefully you will like these suggestions

  • I was making a simple app recently and found a bug. Add a EditBox and then a ComboBox, place the ComboBox above the EditBox so you can still see the EditBox but the combo's hidden area goes over it. If you preview the EditBox won't show correctly, setting a value will make it glitch more.

    A workaround is to just resize the ComboBox area so it does not go over the EditBox but it would be good to have this fixed.

    Also a request for the ComboBox would be to let it set items with the properties options rather than having to add lines with events. If this is possible it would be great, thanks.

  • I don't want a L?ve exe exporter as i would much rather something like direct x used for a exe runtime for a start and also why would i want to buy a program that was just based on free library's? I would just get them for free because other than taking a bit longer it's not exactly difficult to use the normal version.

    Ashley said this a while back to someone wanting to use another javascript game engine -

    [quote:h3jlu7rq]We tend to write the engine ourselves so we have complete control. Construct only tends to use a subset of the features these libraries provide, and we don't want to end up snookered by implementing the engine in some framework and then being limited by the features they choose to implement.

    I agree with that also, i see a lot of people finding javascript library's, impressive demos or frameworks and posting links but people forget this fact and also even though they are open source they still usually have some form of license attached.

    Another thing is even though frameworks can be good they wouldn't exactly be usable for other things anyway and would also need understanding and adjustments, when you have gone through all the trouble of that it would have been better to just write it from scratch. Parts from a project like that might be good as plugins though if there was ever a LUA runtime but i would much rather have a engine with unique ideas and code rather than one "borrowing" everything to be honest.

    I think people just need to have more patience or just use Construct 1 for now because if they thought C1 was usable before it's not like that's no longer the case. I also see no reason why someone couldn't just make a game in C1 then port to C2 later, it would be more work sure but events would be similar and it's not like C1 was ever multi-platform before anyway. The C2 engine is not even finished yet so it makes more sense to just focus on that first also.

  • Arima i agree that Construct has a much nicer editor than MMF2 and some of your reasons but some of your reasons are also not that good. I still use MMF2 almost daily and know for a fact that some of your listed reasons are wrong, i don't want to turn this into a Vs thread but just correct you for some things and i will also explain why:

    [quote:3j2dnfkg]- Working with multiple instances of an object is easier and makes more sense, no need to use any of that confusing 'spread value' stuff

    There is now a for each extension, not built into the system like Construct though but that's not much of a problem really. There are also other extensions which are good for this and spread as you say although that can be annoying but it works well once you know how to use it.

    [quote:3j2dnfkg]- It's runtime (exe) is faster than MMF

    Is there any examples or comparison tests of this available? If you were comparing C1 with the regular version though i am sure that would be true and maybe for MMF2 HWA also but i have never seen any actual examples of it.

    [quote:3j2dnfkg]- Families to easily have one bit of code control multiple different objects

    Possible and are called Qualifiers, maybe a borrowed construct idea because they are basically the same.

    [quote:3j2dnfkg]- Event sheet includes so every time you want to edit your game's code you don't have to copy and paste your code to every single level again and again

    You can easily load multiple versions of the app and copy event groups, no problem at all really. Also there is Behaviors which are basically sub event lists so you can make a load of events and simply copy the object once.

    These options basically allow exactly the same thing in a easy way, having includes seems much nicer though but it's very much possible to do the same thing in MMF2.

    [quote:3j2dnfkg]- No limitations on the number of variables

    • Can name the variables so you don't have to try to remember what each one does

    There is various extensions for this, it's much nicer in Construct but still not much of a problem for MMF2 either though. Since variables are linked to objects you can also easily have empty storage objects and name these, without extensions Construct has a nicer way of doing it though but not much of a problem either.

    You can easily name alterable strings and values also and since there is Behaviors for each object you could also extra events or stored notes for each also.

    [quote:3j2dnfkg]- There's two types of free versions if you really don't want to pay and aren't making money from games created with it. MMF has no free version, only a 30 day demo

    There is actually a free version that can make flash games but that is TGF2 and does not show the true power of MMF2, still it is free though. I don't consider that a good point though to be honest because there are many commercial apps that don't have a free version, some don't even have demos either.

    I won't go into too many reasons but i actually like MMF2 more than C1, i find it to be much better with coding options like LUA, DotNet, C#, C++, AS3, Javascript, OpenGL, Python (C1 also has though) and others also. Another reason is as other have said it has lots of great extensions, they are often very stable also and if there is bugs usually fixed fast. The main reason is MMF2 seems much more stable than C1 and not many crashes but if there is quickly fixed and i would rather just work with something i know to have less problems.

    Don't get me wrong think C1 is really great which is why i am here now and i also think it has some good improvements over MMF2 like with the editor, multiple effects and built in behaviors etc but in general i don't find that a big enough thing to make me stop using MMF2 and replace it with C1.

    Construct 2 is different though, since it's now closed source commercial, no exe and still beta i wouldn't compare it just yet and there is not that much point in comparisons. Development seems good so far though and if this continues i am sure it will be much better than MMF2 and GM also.

    I know Clickteam and Yoyo games often talk of new runtimes and MMF3 has yet to show so it will be interesting to see what competition C2 gets later, there is also apps like Game Develop, Stencyl and maybe other new game dev programs also.