tecbug's Recent Forum Activity

  • So maybe event scripting option?

    Maybe something like this:

    event:action;

    For example:

    sprite.height=10 : sprite.movetobottomlayer;

    or

    sprite(height)=10 : sprite(movetobottomlayer)

  • Would it be possible to enable real coding?

    (Of course as an option)

    Despite this:

    <img src="http://tecbug.pl/pub/c2/code01.png" border="0" />

    I'd like to write this:

    ---

    <font size="1">

    var global text="abba";

    var global number aaa=22;

    if (Sprite.height<=10) {

    Sprite.MoveToBottomLayer;

    }

    //This is comment.

    if (Sprite2.8Direction.speed=55){

    system.createObject(Sprite,0,sprite2.x+20,sprite2.y+20);

    if (Sprite2.IsOverlapping(Sprite)){

        system.global.aaa=33;

    }

    }

    if (system.compare(sprite.bullet.acceleration,99,equal) and syatem.layer[0].isVisible) {

    sprite.opacity=45;

    system.wait(1.0);

    }

    for (i=1,10,i++){

    sprite.var1+=1;

    }

    if (sprite.bullet.speed>222){

    system.forEach(Sprite) {

        sprite.y=33;

    }

    }

    </font>

    ---

    I would even pay additional money for this...

  • I mean this:

    <img src="http://tecbug.pl/pub/c2/gamefullscreen.jpg" border="0" />

    It can be triggered in editor and it applies to game.

    F11 applies to browser. If your game is (without fullscreen) 400x200 px, after pressing F11 it'll still be the same size.

  • Thanks for answer, but F11 triggers browsers fullscreen. I was asking about games fullscreen.

  • Can fullscreen be triggered via code?

  • Can I somehow check if object2 can be seen by object1?

    I could do something like this:

    every 0.1s spawn sensor from object1, rotate it towards object2 and set sesor.speed to high value, then check if sensor overlaps object2.

    But it's very expensive (for 10 objects there will be spawned 100 objects per second, after 10 secs there will be 1000 objects and so on...)

  • I would second that request. "Overlaps at offset" was very handy in Construct Classic. Can it be ported to Construct 2?

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  • That's exactly what I needed. Thank You very much.

  • Thank you.

  • Is tere any development timetable for Construct 2?

    I know that now you're working on families, but what after that?

    What faetures are planned in full release?

  • Good idea. It would be very useful.

  • Yann, thanks. It works perfectly.

    Kyatric, I sure will.

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tecbug

Member since 30 Oct, 2008

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