megatronx's Recent Forum Activity

  • I agree it needs to be there inside the plugin, together with particle preview, and ability to change emitter sprites at run time. But that's probably something that has to wait for c3[i hope].

  • Anything can bring change. Thing about games is that primary focus goes into inputs, and whatever you'd learn is then tide in your brain to the cognitive behavior of manual input.

  • Sequencing was a big pain in the ass to figure out for me. But in the end, I settled on running steps of sequence from bottom up, and every time step ends I change value of the variable.

    Example:

    Var =4

    only set var to 1

    Var =3

    • do stuff, set var to 4

    Var=2

    • do stuff, set var to 3

    Var=1

    • do stuff, set var to 2
  • I can't run the video here, but you might just have to lerp the zoom to pre-set numbers to have it working fine.

  • Try Construct 3

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    I started using Construct, when Construct was still just Construct and version released was 0.0.18 alpha. That was 6-7 years ago. It took me a while to work trough it. Then c2 came out, changed few things, but brought a lot of original ideas with it, and I still had quite a lot to learn "(partly due to the fact that eng is not my native tongue ). No I can make any game I think of in c2, but don't have time! So My advice to you is to assume you'll need at least several months to get good with it, and do it asap cause later you might run out of time.

  • Is it possible to have a preview of this music ?

    Yeah. Sorry about missing that earlier. Just uploaded.

  • >

    > Fantastic work. Animations are really nice and all equipment is visible on the hero. Also the GUI is superb, excellent placement, size and icon design.

    >

    > Nice project!

    > I only suggest lowering the contrast on the floor details a bit so you can get more depth on the scene and make the characters pop out more. It may also help in making the repeating floor patterns less evident and add some more atmosphere.

    >

    > Dope!

    >

    > That is looking amazing

    >

    Thank you) such reviews give motivation for further work

    Looks wonderful mate!

    Like with everything,there are pros and cons to c2. Quite a few things I'd change and improve if i could, but once you know how to use it efficiently, you can come up with creative ways of doing things in it, otherwise you'd think are impossible.

  • You can program your own plugins/behaviors in js, so that would be good start to learn programming!

  • > Try doing it with physics. Look up examples.

    >

    Thanks for your note. So I gather this type motion is doable in C2? The question was as to whether it is doable in C2, not how(I love the r & d portion of projects). I looked through quite a few items in the arcade, and didn't notice any with character movement that oriented to slopes or angled surfaces. For instance, in Unity, I would create custom polygon colliders for a hilly 2d environment piece. C2 seems to use the Solid behavior, not sure if this conforms to curves. I am currently not working in C2 or plan to in the coming week or so. But it's on sale now, so if this is a known shortcoming, I imagined someone might confirm with a brief informed reply.

    best,

    B.

    Yes, C2 has collision mask you can use, but with physics its different i think. I never really used physics much, but I seen examples, and I'm 99% sure that creating sliding like that is doable. If you go to tutorials section and use search you might find some examples. Also all info about physics you will find in Manual. All best!! M

  • Try doing it with physics. Look up examples.

  • newt yeah, but when C3 is only an editor upgrade I really worry about what options we will see. Ideally, I want C3 to have proper "multiple exporters" support/SDK even if HTML5 is the only official Scirra one, as this was one of the originally planned features for C2 when it was first being developed and announced.

    The unity conversion is going to be tricky in terms of logic, unless he basically re-writes each plugin in a way Unity likes and then interprets the game events the same way C2 might (still lots of work, but possible). But for real performance gain I'd rather just have a tool to migrate all my level and object data into Unity ready to go (animations and all) and then I will recode (code is fun! and PlayMaker and plyGame are there to ease the burden for people new to code).

    Time will tell! I will try to stay optimistic as this could really improve the number of developers making big games from C2 and hence the customerbase/players of C2 made games

    megatronx Yeah, at least not for big games, but the best thing about the new set minimum FPS event is that it can force 60fps slowing the game instead of skipping collisions/breaking logic

    I know, but let's be frank here: it's 2015 and 30fps in 2d games, especially action ones, I'm not finding acceptable!

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megatronx

Member since 25 Sep, 2008

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