Arima's Recent Forum Activity

  • I would love to be able to, but for medical reasons I can't. For the record, putting an before a name only gives them a notification if they have already made a post in the thread - I didn't get a notification for this thread, for example.

  • Though it's generally not a bottleneck, I'm curious if non-physics collision detection could be sped up with asm.js. A prototype side scrolling shooter I fiddled with a while ago could have used it.

  • Awesome, thanks for releasing it for others to use! :)

  • I dunno, I'm an artist that's only making games because of C2 because every time I tried to wrap my head around traditional coding, no matter the language (I tried basic, c++, JavaScript and some others I can't remember), I just couldn't do it. Maybe I just didn't find the right tutorials, but all the ones I tried assumed simultaneously that I already understood how to code for some reason while teaching me how to code. I'm guessing they were trying to teach people who were already programmers just how to use that language, rather than teaching someone how to code from square one. None of the random symbols and syntax ever made sense. I also really like C2's concept of picking objects, which I hear is different with traditional coding.

    Regardless, I look at traditional code and I see gobbledygook, and I look at C2 and see understandable logic. I think someone should create a language that reads as well as C2 does. Even if they did though, I still really like coding with a wacom tablet rather than typing (and technically, due to problems with my hands, I can't type enough to code traditionally anymore anyway).

  • You do not have permission to view this post

  • R0J0hound - in addition to wanting to achieve a certain look to a font, in my game I discovered the normal text object actually causes a significant fps hit on my computer when changing the layout scale. When I switched over to sprite text, the fps remained smooth.

    I wonder if it would be easier to use if we could import an image with a grid of characters, and after setting the size of the grid C2 could automatically split it in to separate animation frames, crop the images and set the hotspots. Then we would get it automatically adjusting for variable width fonts, and it would make a sprite sheet automatically for them on export the same way it does for everything else, but we would still have the ability to tweak it.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Link to .capx file (required!):

    amirai.net/bugs/groupbug.zip

    Steps to reproduce:

    Run the capx.

    Observed result:

    Though the layout 'game' is using the event sheet 'E game' and the group is disabled, the sprite rotates.

    If you look at the event sheet 'E game 2' it contains a copy/paste of the group from 'E game' - and if that group in E game 2 is enabled, the group in E game acts like it is enabled as well, even though it is disabled. Disabling the copy in E game 2 causes the group in E game to properly not run the event inside it.

    Renaming the group also fixes the problem.

    Expected result:

    The disabled group should not run the events inside it and the group's enabled state should not be affected by another group in another event sheet with the same name.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack:

    Vista

    Construct 2 version:

    R150

  • You could do it yourself via events, give an object two variables 'to_x' and 'to_y' and an event: always move clamp(self.movespeed, 0, distance(self.x, self.y, self.to_x, self.to_y)) pixels at angle angle(self.x, self.y, self.to_x, self.to_y). This doesn't give the easing formulas that the plugin has though obviously, though those can be implemented in expressions if you can find them/figure them out.

  • If this appears as a feature, it would be nice to have manual control over it via events. That way, we could do something like leave the framerate uncapped at first, analyze the frame rate as the player finishes the first level (the JavaScript would likely have finished compiling by then), then based on that data set the frame rate for the next level, or have a manual setting in the options that the player could select.

    Btw, is it a possibility that a trigger could be implemented that fires when the JavaScript has finished compiling? Often when I do performance tests I'm left to wonder if a framerate problem is because of that or something else ("Has it finished compiling yet? Uh... Maybe?").

  • Seconding that people can see well more than 18 fps. Many people, including myself, can tell the difference between 60 and 120 fps.

  • I meant there are programs that claim to do the conversion automatically for you, no programming needed.

  • I seem to recall green heart games, people who made game dev tycoon, appearing on this forum a while ago and mentioning something about trying to integrate steam into a plugin or some such for node webkit. Haven't heard anything about their efforts since, tho.

Arima's avatar

Arima

Member since 11 Jun, 2007

None one is following Arima yet!

Connect with Arima

Trophy Case

  • Coach One of your tutorials has over 1,000 readers
  • Educator One of your tutorials has over 10,000 readers
  • Email Verified

Progress

19/44
How to earn trophies