cacotigon's Recent Forum Activity

  • Here's a very simple way to do it:

    [attachment=0:n19dxpk1][/attachment:n19dxpk1]

    SpawnFamily is the family of objects that are being randomly placed at the fixed position objects which are part of the Fixed Family.

    Capx attached.

    [attachment=1:n19dxpk1][/attachment:n19dxpk1]

  • The Construct 2 Wiki is up! Right now, we've got about 30 articles up on the wiki ranging from individual behaviors such as bullet, to collision detection, to timing, and everything in between!

    http://construct2.wikispaces.com

    Why does Construct 2 need a wiki?

    • With the team at Scirra hard at work on both maintaining Construct 2 and also developing Construct 3, it's up to the community to pool their knowledge together.
    • Much of the information currently on the wiki wouldn't really be suitable as tutorials (which are really more like "how-to" guides)
    • The forums are not a substitute for a well-maintained wiki. You can only sticky so many threads before it starts to get overwhelming. Additionally, as Construct is developed, older informative threads on the forums may no longer be applicable.
    • The wiki can act as a complimentary reference to the existing manual.

    Wikis are easy to maintain, update, and can grow as Construct continues to grow. Having a community-centric wiki for Construct 2 that is constantly being updated is a win for everybody.

    I'll be updating this thread from time to time to post updates and articles. I chose to host the wiki on WikiSpaces rather than something like Wikia because I wanted the wiki to be ad-free.

  • Generally speaking: Explore. Don't be afraid to get into the nitty-gritty details of Construct. That's the power of having a Javascript-based game engine, you can tinker to your heart's content. Take a look at the JS files in the exporter for plugins and behaviors. You can learn a lot of stuff that you wouldn't find in the manuals, and a lot of the code is well-commented.

  • I use this feature a lot in Sublime. Visual Studio also has an equivalent (Ctrl + ,) which brings up a "Navigate To..." window.

    http://blogs.msdn.com/b/vsdata/archive/2009/07/02/tips-using-navigate-to-for-search-in-visual-studio.aspx

  • andreyin

    Oh! I gotcha, for a moment there I thought it was a multiplayer game and you were trying to support chatting in Chinese using a sprite font. Nice packing on the spritefont btw, Chinese is perfectly legible even at that small size. Reminds me of the Chinese text I would see in NES games way way back.

  • No problem. I tend to agree with you programaths regarding the simpler solution. I usually go for the abstract way of solving a problem because it's what I'm used to in my work. But I think from a case scenario perspective, simply creating one extra family does the job just fine.

    Good luck on your project.

  • andreyin

    I've done quite a bit with Chinese in Construct.

    Are you going to use a sprite font? Because that's the only text type object that supports custom widths for each character like a space with "0" width. If you do, your font is going to be HUGE unless you're implementing a very limited subset of Chinese/Japanese.

  • programaths

    Look at rexrainbow's rex_uid2prop plugin as well. It lets you get instance property values via UID indexer.

    http://c2rexplugins.weebly.com/rex_uid2prop.html

    Did you understand my example, or do you need me to explain it further? Families keep distinct SOL, which is why it works.

  • Ashley

    As I said in the earlier post:

    [quote:3qboelsf]

    CopyFamily is designed to be used generically with any sprite object type. The above logic could be drastically simplified if one simply created a RedSquareFamily specifically containing only the red square object type.

    The example you posted only works specifically with the Red Square object type. If I wanted to run this same type of logic test for Gray Box against Gray Box, I'd need to have a family just for Gray box as well. One family for each test. I was demonstrating how one could create a generic test for future reference.

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  • I'm confused, what exactly is wrong with showing your friend the event sheets in the Construct editor? Or are you trying to give the impression that you coded the game from scratch in javascript? (which is kinda deceptive)

    In either case, the event and layout code is stored as a collection of XML files under .\Layouts and .\Event sheets assuming you saved the project as a folder. If not, you'll have to extract the capx which is basically the zipped up contents of the project.

    The actual code of an exported HTML5 project is basically stored as JSON on the data.js file. This script is then fed into the c2runtime.js file.

  • Sauxez

    Take a look at this article in the Construct 2 wiki which talks about default instances:

    https://construct2.wikispaces.com/Default+Instances

    I have a feeling it's related. Basically, when you create something at run-time, it sets the default properties of the new instance to the "prototype instance". If that prototype instance has gravity set to 0, then so will any new instances at creation.

  • Beaverlicious

    Both fighting franchises are still going strong. Street fighter 4 is the latest one with SF5 in the works.

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cacotigon

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