Candescence's Recent Forum Activity

  • Ashley: Sounds reasonable. I'd especially like to have "Else", "Or", and official Function conditions. No offense to Rexrainbow and his Function plugin (which isn't bad), but there is certainly room for improvement on that end.

    In fact, there's a custom Sonic-style engine using just events that I'm trying to port over from Classic, but I'm running into problems due to the lack of Else, While and certain function-based features. If you'd like, you can use the .capx as a testing bed for the new event sheet features. It's an open-source engine anyway, so go nuts. :)

    inkBot: Actually, with tile map functionality, IMO, I'd have the tile map load in the layout editor proper, and when you double-click the tile map, it shows a different set of tools for tile map editing.

    And, since we're talking about tile map features:

    • Having tile sets as "objects" with their own variables, behaviours, able to be assigned to families, etc. Good for being able to place solid tiles alongside non-solid tiles in tile sets, and stuff.
    • Being able to change tile maps at runtime, and save the changes to a new file so the original tile map is preserved.
    • Being able to place objects in the tile map editor. Ctrl+C and Ctrl+V is nice and all, but being able to place stuff with just a click would be lovely.
    • And all the other stuff I described in my tile map topic.

    Shame it's lower on the list, though, according to the poll.

    rexrainbow: I am aware of that, though it doesn't really change the fact that it has to be inputted manually rather than read from an external file. Though I suppose it can't be helped until the devs develop a way to read from an XML file.

    Speaking of which, Ashley, we need an XML plugin, ASAP! XD

  • Candescence

    Tile map supported -- TMX importer And a demo

    I'm aware of it, but it has some limitations that I really don't like, such as having to input the data manually into an action rather than reading it off an XML file, and only showing the actual tile map at runtime rather than in the editor as well. Among other things.

    It's neat, but it's not very practical at all, IMO.

  • More event sheet features is good, but I personally believe better tile map support should be a priority is a good idea, as well. Online multiplayer... That shouldn't be as important, IMO.

  • Checking the tweets related to Spriter, it seems you're attracting attention from Japanese guys as well. Nice.

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  • Thanks! I would really appreciate it! :)

    Also, I think I discovered the reason why the Construct Classic version of the engine I'm trying to replicate placed a function within a function - for some reason, the "else" wouldn't work unless it was sub-event! Hilarious, really.

  • How about "Function <Name> Not Called"? Might be better names for it, but it's the best I can think of right now.

  • Hey, I'm trying to do something like this in C2:

    <img src="http://dl.dropbox.com/u/919275/Screenshots/AOD/CalculateAngleClassic.png" border="0" />

    Problem is, functions can't be called within functions. And the lack of an "else" condition means it's impossible to check whether a function is NOT being called, due to the nature of how the plugin works. Trying to replace the function with a variable work-around doesn't, well, work, or at least not very well.

    Would it be possible to implement a solution to these issues?

  • Once again, .capx updated, and I have a status report. There is one major problem - when the player's angle is not perfectly at 0 and moving on a horizontal plane, the player's angle fluctuates to ridiculous degrees, which a friend and I discovered using a debug thing we rigged up.

    In the "Calculate Player Angle" section, in the original .cap, there's this:

    <img src="http://dl.dropbox.com/u/919275/Screenshots/AOD/CalculateAngleClassic.png" border="0" />

    In C2:

    <img src="http://dl.dropbox.com/u/919275/Screenshots/AOD/CalculateAngleC2.png" border="0" />

    Note the function at the bottom - it's using an "Else" under a function, and a function within a function is pretty much impossible in C2 because of the way the Function plugin works, so... I had to substitute a variable in there to replace both the function and the else, and use an action to reset the variable after the "function" is completed, which, logically, should function perfectly.

    However, turns out it doesn't. I tried the same work-around in the Classic .cap. The results were... Enlightening. It prevents Sonic from rolling while moving in both engines, but it doesn't cause the angle to go haywire in Classic.

    So, two questions: Is there a better workaround, and is there anything else I'm doing wrong here?

  • Alright, update. The .capx has been updated, with:

    • Input fixed properly, thanks to a fellow over at Sonic Fan Games HQ.
    • Animations are fixed up and ready to go, though animation speeds do need tweaking, such as running.

    Currently, the main issues are stemming from moving on slopes (and possibly on edges). It may be a collision issue, I'm not sure. I sincerely doubt collision polygons are the reason.

  • Tried that, it doesn't seem to work.

  • Well, shoving it inside the loop doesn't seem to have any discernible effect either, but I decided to lower the 'repeat' count to 1000, which makes it run much faster for the time being.

    edit: Nevermind, there's still a problem with full iterations.

  • 1) Ah, so you mean like this, or am I getting it wrong? Because I'm causing my game to freeze when I try this method:

    <img src="http://dl.dropbox.com/u/919275/Screenshots/AOD/WhileLoop.png" border="0" />

    2) Yeah, I just checked out angleLerp and it does pretty much the same thing, it seems, haha. Must go by a different name. It works, however, so, yeah.

    3) Oh, yeah, I see what you mean, and it seems to be making a huge difference so far.

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Candescence

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