Mipey's Recent Forum Activity

  • That's pretty much it, yeah.

  • Hm, looks like Z-ordering ACEs were added after I started the spritefont plugin... it was missing the flag to enable those.

    Added the flag now and updated the download, let me know if it works.

  • SoldjahBoy created a fancy website with Construct 2, I believe.

    However as the above are saying, Construct 2 is primarily a game development tool.

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    10MB broadband.

  • The title may have you scratching your heads, but that's the best short description I can come up with right now.

    Right now, C2 plugins are rather at odds; third-party plugins can't be used for arcade and everyone that shares the capx needs to get those plugins as well. Then there is the whole mess with naming conventions and all that.

    So I propose a reorganization, rather a project that would streamline and simplify the whole plugin-making business.

    Let me list a few issues first:

    • plugins are often used for a limited subset of features. The rest of features are dead weight, extra lines of code being loaded but never run. It is in our interest to keep HTML5 games as lightweight as possible.
    • additional plugins create confusion. Naming convention, clutter and all that.

    Having dabbled with Construct 2 SDK a bit myself, I've begun to wonder: what if there was a tool that let you pick the exact features you want for your game and combine them within a single plugin to include with your game?

    So here we go, "stitcher" of sorts. A tool that could do the following:

    • provide a set of available features, let's call them "snippets"
    • merge the selected snippets into a single plugin, following set rules and ways of the SDK (ACEs and stuff)
    • provide means for users to insert JS code and use it with their game without having to wade through the whole SDK process
    • provide means for users to share their snippets

    So what we would have is a library of code snippets that the tool could build into a custom-tailored plugin. By delegating naming conventions and such to the tool's ruleset, we wouldn't have to worry about naming convention or even conflicts - it all would be behind the scenes.

    For example, we could have a library of math expressions. An extensive library of functions. Just pick the expressions we want and bundle them up for the game.

    We could also use that neat custom movement behavior developed by another member. No problem, tick it and it's in.

    Of course it would be kind of tricky to work fundamentally different features together, so the tool probably would have to create several separate plugins, but as far as user is concerned, it all would be in a package.

    And there you have the potential: packages of features designed for a specific game type. RPG package. Platformer package. Strategy package. Classic point-and-click adventure package.

    It would be just like a custom-tailored toolset to make your game with. Need a feature? Toggle it on. Need a custom version of the feature? Toggle it off and provide an altered version.

    So, yeah. Feasible?

  • Hmm... interesting idea. What about exporting to something like allegro or SDL? Could then C2 hit Windows, Mac, Linux, iOS and Android with one exporter? Or are there too many differences between the platforms even using a framework like those?

    Rather than SDL, how about the more modern SFML?

  • Well, you can still check collisions with round objects. First do the classical and efficient rectangular check - if there is a collision, test again with more advanced criteria, e.g. exclude corners and so on. Not as CPU intensive, because it only checks when there is a collision with the bounding rectangle.

    For example, you'd first do bounding box collisions, THEN (if there is any collision) do per-pixel checks (which is the MOST intensive).

  • Wow, a pkunk. Didn't think I'd see one here!

    Anyway, yeah, it is much easier for CPU to calculate whether a point is within rectangle/triangle rather than polygonal shape. Imagine the CPU has to do thousands of collision checks every tick.

    Best keep it simple.

  • In the age of information overload, it is easy to miss the crucial information. ******

  • Allows you to group objects that you can check conditions for. For example you want to check if a player is colliding with any enemy. You'd have several different enemy sprites. Put 'em all into the same family you name Enemy and just check "Player is overlapping Enemy".

    You can also use actions and expressions with families.

    This way you can add new objects etc. without altering existing code and objects.

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  • It's a polar fox?

  • Yup, a room. You can change layout with system action (look in the System object).

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Mipey

Member since 16 Jan, 2009

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