Tokinsom's Recent Forum Activity

  • Hm. Seems this plugin doesn't really work like it used to. I'm trying to simply paste all my tiles into it prior to destroying them but I get a blank image.

    In another .capx I covered half an image with the paster object, pasted it, then destroyed the object, and all I got was a blurry mess. Covering the whole image results in a blank image. Any ideas? I remember testing this when it first came out and it worked just as I expected..

  • Sometimes I go 10 days without a crash, other times I get 10 crashes a day.

  • <; I thought we were past threads like this. Use the tool that's best for you. Both have their advantages, C2 being user friendliness and ease of use. Frankly, GMS is the one with dozens and dozens of fully-functional published mobile, browser, and desktop games. Not C2.

  • Reading one more thing about exporters in general will drive me insane -w- C2 itself has been sort of stagnant for months.

  • Unless Ashley adds "Use expression" to the drop-down lists (like in CC) this will never be added. As shinkan pointed out, the current method is far more versatile.

  • That's just how it is with a low resolution and framerate independence. You can move your objects strictly by fps*dt but that's probably not an option.

  • +1 Would fix the sub-pixel problem too.

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  • lol, wow. Fan-games are one thing but this is just abysmal.

  • Yeah I really hope this is addressed soon. Literally thousands of 2D games use tiles and not just retro ones, either. To say they're a niche feature is laughable; they are as essential as sprites themselves. Without them C2 is severely limited in what it can make.

    Construct 2 has an enormous disadvantage when it comes to RPGs.

    Any genre, really. I couldn't even make levels for Bumper's Quest or Schr?dy using C2's layout editor.

    ex's tmx importer is good, but it requires a lot of external sources and it only works at run time.

    The TMXImporter is not a good solution as it radically changes the workflow and is way more work than it's worth:

    -Every single object, property, tile, and background has to be hard-coded

    -You have to have sprite objects act as tiles which is not only inefficient but a pain in the neck to work with

    -Tiled is not that great of an editor in the first place and is only updated like once a year. The TMXImporter doesn't fully support it either.

    -You don't get to use a single feature in C2's layout editor

    I do appreciate Rexrainbow making it though... I wouldn't be working on anything right now without it.

  • When it comes to dynamically loading assets or using custom built editors you don't have much of a choice but to go desktop-only with node-webkit. Project files don't exactly work like you'd expect them to and I don't think a game like this will work with CocoonJS for reasons stated in your post. I haven't tried dynamically loading animations and probably never will since you can only load a single frame/file at a time and it has to DL first.

  • The official node webkit object can write files.

  • Not really. Just set scroll X/Y to the object and toggle with a variable.

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Tokinsom

Member since 6 Jun, 2010

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