Tokinsom's Recent Forum Activity

  • I use different frames and animations in a single object whenever possible but you might want to use different objects and families here. Same object collision/comparison can get messy.

  • In my ever so humble opinion..

    MMF2 is more powerful in *almost* every aspect due to its age and exposure but is hindered by piss-poor, archaic designs that make for a generally unpleasant experience. Also, said "power" heavily relies on questionably stable 3rd party extensions and such; the program itself hasn't changed a whole lot since 1994. I'm serious.

    CC might be a tad weaker here and there but is ultimately superior to MMF2 due to its thoughtful designs and features. However, it's kinda slow, often buggy, and lacks some the ease-of-use you'll find in C2. If it wasn't tied to Windows and abandoned I'd use nothing else.

    C2..C2 is tricky. It's lightning-fast, clean, well-designed, and has lots of great features to make your life easier and development faster. I want to recommend it more than anything but I think HTML5 is holding it back considerably. You trade off expansive, powerful, feature-rich games and tools for, well, whatever you can cram into a smartphone or browser. In my opinion multi-platform support means nothing when it cripples everything else. (Hell I don't even think HTML5 REALLY means multi-platform..It can just run games in browsers, and all platforms support browsers..therefore HTML5 games run anywhere.) But of course "HTML5 is young and constantly growing"..I just think that by the time it really gets good, all the desired exporters and that which comes with them could've been finished already..but that's another topic..moving on..

    Hopefully this helps and doesn't sound too biased; I've used both Clickteam & Scirra software extensively. It just comes down to whichever is more appropriate for you!

  • Construct 2 or MMF2...hmm...Construct Classic!

  • This is what the anchor behavior is for, but hey, whatever works :)

  • Can we at least get a 'reset group' action? Groups don't reset when going to the same layout. It's a real pain to keep up with all of them..

  • Chrome is definitely the best. Firefox is not too far behind.

    Better yet, might want to check this out.

    Tokinsom,

    The discussion about using frames of animation for flahing was specifically for solid color flashing, and NOT invisibility flashing.

    The whole point of behaviors is to reduce the need for events. The whole point of Construct is to reduce production time and let people spend more time and energy being creative with the least programming grunt work.

    I'm glad Ashley is making the already useful Flash behavior drastically more useful. Saving our time and effort so we can make better games faster ad with less events is never "entirely unnecessary"...in the same way that Construct is not "unnecessary" because we have C,Java, Action Script, Basic etc.

    I know. I'm just saying that using extra solid-color frames is completely unnecessary as you will be able to do that with shaders and toggling a boolean variable. You also mentioned invincibility frames being difficult w/o the requested Flash Behavior features so I thought I'd chime in on that as well. Maybe I misunderstood what you said, if that's so then sorry.

    for a fully animated platformer or fighting game player it would be a massive waste of vram and file space to have flashing versions of every animation etc...AH HA! How about flashing between two render modes! Like you can designate: appearance 1 and appearance 2 instead of just "visible" and "not", and each appearance could be set to either invisible or any of the current rendering modes (ink effects)

    That would be incredible!

    That is entirely unnecessary O_o; Invincibility frames are as simple as..

    +Player gets hit

    +Player.Hurt = 0

    -Set Player.Hurt to 1

    -Flash Player

    +Player.Hurt > 0

    -Add 60*dt to Player.Hurt

    +Player.Hurt > 60

    -Set Player.Hurt to 0

    -Stop Flashing

    And to "flash" a shader effect you can toggle a boolean value while Player.Hurt > 0 that activates / deactivates the effect(s).

  • In CC I'd use an .INI or Hashtable. In C2...I dunno lol. I used to use arrays but tying a value with x,y coordinates is silly and I quickly learned there are better ways to go about this.

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  • Candescence Indeed but the current slope detection is pretty wonky as it is. The player might "hop" down slopes and/or move at inconsistent speeds.

  • Can you post a .capx showing the problem?

    The problem with small objects, especially at low framerates, is often they can simply step entirely past a barrier. For example an object travelling at 600 pixels/sec at 30 fps is travelling 20 px per frame. If it is only 5x5, it's actually "teleporting" in steps 4 times bigger than itself every frame, and this means it could entirely jump over another 5x5 object without registering a collision.

    However, this is no reason for objects to be floating above other objects, so a .capx would be useful.

    I might just be talking out of my ass here but what about using loops for pixel-perfect or instant-hit bullets? Could something similar be applied for the platform behavior's collision detection?

    Here's an example I whipped up.

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Tokinsom

Member since 6 Jun, 2010

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