Tokinsom's Recent Forum Activity

  • Not entirely sure what you're expecting, really ^^: They're just tiles after all. One interesting thing you can do is pin tilemap objects to solids for moving platforms and such. So that's kinda cool. There are tutorials on animated tiles too but I just use sprite objects for that. As for tips...you can select tilemaps from the z-order bar. I prefer to keep each type in its own layer though (graphical tiles, collision tiles, terrain type tiles, etc).

  • This must be what we get for watching The Interview.

  • Ruskul I know man. We have 10+ very large 8x8-tile-based levels to build and it's incredibly tedious without being able to right-click + drag to copy/pickup numerous tiles. This one little feature will save us a whooooole lot of time and trouble.

    Anyway, to pick up a single tile right now you hold shift then right click.

    C2 has lots of "hidden" hotkeys like this. Not sure how many are in the manual though; I haven't had to read it in a long time.

  • Eh. Might see something like this for C3 as a 3rd party addon. As for C2 you might just have to use Tiled / your own system with sprite objects.

    I gotta say, it's pretty amazing how many 2D engines skip right past so many fundamental features. Construct came out ~7 years ago and we just recently got orthogonal tilemaps. Clickteam's been around for over 15 years and their engines never got them at all. Sadly, with so many people targeting chintzy mobile games and such, or simply not knowing any better, nothing is ever done about it.

  • What would be the best way to prevent two or more of the same sounds from playing at exactly the same time, thus multiplying the volume? i.e. two enemies fire a bullet at the same time. I tried only playing the sound if its tag wasn't playing, but that didn't work.

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  • You've got a point. I figure C3 will be out in less than a year though. I don't think C2 can survive on such tiny updates for 2-3 years. By then Fusion 3, GM:S 2, and others will have taken over.

  • Just preview the game, move it to the desired monitor/position, and minimize or unfocus it when you're done testing. The next time you preview the game, the window will be restored as it was. You'll also get slightly faster preview times this way. Make sure to have "run while minimized" or whatever unchecked in the project properties though.

  • Yep. In one hand I'd prefer it not be backwards compatible so we can get the fundamental improvements mentioned in the 500 threads we have on the subject. In the other, I'm working on a large scale project that likely won't be finished before C3, so I'd like to port it over.

    Hrm.

  • Back when I was working on Dethlands, we loaded levels from .tmx files based on 2 dictionary keys "world" and "level". I remember getting all kinds of music bugs when dying/restarting a layout, or restarting the layout to load a new level. Maybe the same thing is going on here.

    Unfortunately all I remember doing was adding more variables and conditions...ended up with something that worked. I'll take a look later but I haven't opened the project in over a year :T

  • Ruskul YEP....I've brought up the copy/paste tiles feature a dozen times since. Ashley finally added it a few builds ago...for one single tile. I mentioned copy/pasting groups of tiles and he said he'd see what he can do. That was about 2 months ago. Meanwhile our game's levels remain largely unfinished and simplified.

  • Yes...so now that we (finally) have that established, is there any way this can be added, Ashley?

  • Yeah, use SVN. Ashley's tutorial on it could use some revision though...

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Tokinsom

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