Kyatric's Recent Forum Activity

  • For reference exporting and publishing from the manual.

  • You should check for topics like these on this very forum.

    Some artists have proposed their services for free lately. it's worse a look.

    Else for the specific question of the time it takes for spriters to edit something should be akse directly to said-spriter.

    I'll move this topic to the "Open topics" forum since it might get more views from concerned people (who don't necesseraly check the C2 forum)

  • : With the built-in behavior, the way things are coded yes, it's better to stick to 8 points.

    Ashley had to code the physics behavior so it can be widely used, in many cases.

    He had to make decisions to manage this.

    But Armitage said he wanted to develop his own plugin based on box2D. So after all, maybe a specific implementation may help raising the possible number.

    A plugin specificaly coded for a game could handle only issues of said-game.

    I think in theory that makes it possible.

    Now to see it actualy done is yet to be seen.

  • That's because of rep leaks, don't worry though I'm resetting/rewriting all the rep system once and for all soon so rep at the moment doesn't matter too much

    Don't worry, it will soon be worse <img src="smileys/smiley4.gif" border="0" align="middle" />

  • There may be more elegant solutions, but you can always (pseudo code, bare with me):

    set a local variable to int(random(3))
    ..local variable <=2 
    ....-> Jump state = 1
    ..local variable = 3
    ....-> Jump state = 2
    

    It should do the trick.

  • Are your graphic card drivers up to date ?

    The UI of C2 relies on OpenGL. Try to make sure that your computer has the last version available. (In XP SP3 I believe it should but it never hurts to make sure)

    Apart from this it's hard to tell what could make C2 go wrong.

  • For the performances check this article out at "Canvas renderers" section. (the whole read is usefull as usual though ^^)

    As long as your browser can handle webgl and that graphic card drivers are up to date, you should be fine.

    In the case of rotations of sprites and stuff, all this should be handled by the GC and so free the UC for more computations.

    You just have to figure out where you at in the "technology map". <img src="smileys/smiley1.gif" border="0" align="middle">

  • Not sure if there's a performance hit.

    I think it is more about the "elegance" of the event sheet.

    Moreover, the "every tick" is a bit redundant, as the "Compare instance variable" is ran every tick anyway in that case (top level event, no other filtering).

    I think in the end it's better for readability to not use "every tick" there but I couldn't swear it will have an impact on performances.

  • I forgot a Wronghands ^^ (oops, check the previous page/post)

    Also, thinking about it, if you want to know the movement cost in the current setting of the pathfinder, you'd need two checks.

    If pathlist length = 2 => movement cost = 1

    If pathlist length > 2 => movement cost = pathlist length - 2 (removing the source's cell and counting up to the last cell's index)

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  • The pathlist is an array.

    The length returns the number of elements (cells) in the pathlist.

    Pathlist[0] is the Source, Pathlist[pathlist.length-1] is the destination.

    In the case of neighbouring cells, you have 1 the start, 2 the destination. Pathlist's length = 2

    Works like the array plugin.

    The trickyness comes from the fact that the very first cell (pathlist[0]) is always the source coordinates.

    I might indicate/make this clearer in the documentation I guess.

    Also atm I'm not working on the behavior. Bug reported have been fixed, it sounds like everything should work as intended.

    So if you find bugs or have troubleshooting questions, I'm here to answer, no problem.

  • I'm not sure what the resizing option from point 2 is.

    It seems to me that sprites stretch by default the textures.

    Point 3 I actualy disagree with sqiddster. To me, the multiple-rotate/scale/move option works as expected.

    But rotation of multiple selected sprites around another point/axis for sure could be nice.

  • It will be possible indeed.

    Atm you can check in a single event about the collision with object types belonging with the family.

    For the instance variable filtering, it's not yet implemented, it will be in the next releases.

    If this is something you're going to need, I'd stronlgy advise you to take an early adopter license today (it is the last day at the discount price).

    It is a matter of time/releases before the feature is implemented and stable.

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Kyatric

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