Kyatric's Recent Forum Activity

  • It is fixed.

  • Nope, not a typo, promised.

    The display message was :

    "Set <b>{0}</b> as support for the board" where {0} is an object from an object parameter. (The picked object that had the check failure was a Sprite).

    It seems like the output of the object parameter already is formated like: <b>Name of the object</b>. Then using "<b>{0}</b>" gives the check failure once you setted up the action in C2 during edit time.

  • You're gonna drive Ashley crazy.

    Please take a screenshot of what you see exactly in C2, how things are displaying themselves.

    You said you managed in seeing the sprite in image editor but not on the layout at some point. Maybe it is a different problem then what he's been chasing lately.

  • r52, FF 6.0

    I get an object parameter. In the display string I display it between

    <b></b>

    .

    In C2, when validating the settings of my action, at the moment of creation of the new action in the sheet I get a check failure.

    It appears that objects are already returned in this format (bold):

    ---------------------------
    Construct 2 Check failure
    ---------------------------
    Check failure!  This is probably a bug:
    
    Encountered second <b> before first was closed with </b>
    
    Condition: bold_flag == false
    File: Controls\EventString.cpp
    Line: 203
    Function: void __thiscall EventString::FragmentString(void)
    Build: release 52 (32-bit) checked
    Component: Construct 2 IDE
    (Last Win32 error: 0)
    
    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way.  Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports!  Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.
    ---------------------------
    Abandonner   Recommencer   Ignorer   
    ---------------------------
    

    Ignoring launches a serie of errors about bold marks not being opened, or being already opened.

    It is not really a bug, and concerns plugin dev rather than end users. Just reporting to see if it desserves its own alert or something.

  • You can check this tutorial about using a pivot point for rotating objects if you haven't already, and apply the method to every object of your layer in a loop.

    The layer itself won't rotate, but you can move/rotate every object on it.

  • You should also add outter source, like articles on gamasutra or TIGsource that refers/talk about C2.

    I noticed some articles like "CC vs GM", but C2 is only mentionned generaly as "a project to come".

    It hasn't been media covered enough yet to be used as constructive reference in a wikipedia article.

    Save system. It's really needed for longer games and those with scoreboard and such.

    You already have the webstorage plugin for that explained here.

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  • Nice music !

    Was it made for the game itself ?

  • Sorry my previous post sounded maybe more dry than it was intended.

    It's true that digging in construct often helps finding the solution, but the forum is also a really valuable ressource, and never be afraid to ask a question when you're stuck.

    The rest i don't see why they are important right now.

    I think this is because you're not yet used to construct's way (check my answer to your other thread)

    Now here is my list after the two important ones i left from your todo list.

    -Math helpers. The important one for me is point distance.

    Same as above, check in the other thread, I pointed out the system expressions where all the math helpers (and more) you need are.

    -Path finding. Pretty damn nice for AI.

    I'm working on a path finding plugin, it should be on the forum during this week end, or next week. There's already this thread that deals about pathfinding.

    -Property to snap an object to viewport, and provide the coordinates. Really would be nice for an in game gui...

    GUI making in construct is done with setting the parallax property from a layer to 0,0 (so it will stick to the viewport)

    Coordinates of an object are the X and Y properties that you can get as expression Sprite.X or Sprite.Y (where Sprite is the name of your object)

    Unless you mean something else, I'm not sure to follow your idea there.

    These would probably be a opengl thing, but here go's

    -Particles. Not that important but would be nice having a particle editor in CS2.

    -Basic lights (ambient, spotlight etc)

    For particles I have it on my todo plugin list, but as you said, it might end up easier in webGL. I don't know yet, but I'll check it at some point in the future.

    Note: I'm a 3rd party plugin developper, I'm not part of Scirra's team.

    I make plugins for my needs first. (I mean, telling here that I'll check particles out is nothing of a promise or anything. It's just that i thought about it and put it on my todo list)

  • This can be achieved in events.

    There is no "else" events (like in CC).

    Make an event - system: compare two values

    As first value, double click system in the "objects with expressions" window and scroll down to Math-Distance (or any other expression you'd need).

    Your first event check if first value is equal to second value, you'd then make another event that'd check if first value is NOT equal to second value. (to make it up for the missing "else" condition)

    I understand that scripting seems sometimes like quicker to put in place then events. But on the other hand, in script, you'd lose the automatic checking of variable/parameter existence/type, visual/block organization, etc...

    I understand you arrive with your knowledge and ways from a former software, but you should really learn about Construct's ways (through the tutorials, wiki, check my signature, etc...) in the first time. C2 is not GM or whatever other software.

    They may have similarities, they may have the same purpose, but they are definetely different, and I think that they handle things differently.

    To get familiar with construct's approach, I think you should put GM's approach "on stand by" for a while <img src="smileys/smiley1.gif" border="0" align="middle" />

    (I've never used GM, so it is all assumption, but take the case of someone who is used to photoshop and arrives on GIMP. Things will be done differently in the soft, but they are both image editing tools. One just has to learn each software's way first.)

    Not really needed right now, most games can get by with collision rectangles or invisible detectors. The kind of game that would benefit the most from collision polygons takes more time to make (in my opinion) and would need a lot of features that C2 still doesn't have

    Highly disagreed. Right now, as there isn't such a "fine" collision detection, we are designing projects with this limitation in mind and tell ourselves "huh, I can do this in bounding box, no big deal, I'll stylize the sprites".

    Bring the polygon collision up it will help a lot in about any kind of projects.

    Also, I don't see any "load texture event" (instead of load textures at startup of app) in the todo list.

    Did I missed it in r51 and is already doable ?

    I would like also a "load texture to frame". This way I could set the texture from an url (gravatar anyone ? ^^) and have "custom" pictures in my app.

    An extensible amount of frames (on runtime) for the sprite object, in this same train of thought, would be nice too. It was a "limitation" from CC, could it be workedaround in C2 ?

    Else as the others: image points/hotspots , families, function (even if function can be pretty much replaced by groups).

    + Z order as Newt will say later in this topic.

    Z order would be greatly appreciated. Especially for the users of the free edition, I think.

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Kyatric

Member since 18 Aug, 2010

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