Fimbul's Recent Forum Activity

  • you might be able to improve things by putting each laser type on its own layer so the graphics card doesn't have to switch textures as often

    The last thing he needs, imho, is more layers.

  • You can ask the community in this subforum or make it yourself

  • Did you manage to fix the issue?

    I know nothing about glsl, but I'm pretty good with trigonometry, so if you need some help there send a PM.

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  • Are 16 exporters not enough?

    Might want to hire someone to crank out exporters 24/7

    </sarcasm>

  • Problem Description

    Picking an object inside a function via the "pick overlapping point" system condition doesn't work, unless you have a breakpoint set somehwere.

    Description of Capx

    There is a function, called at the beginning of the layout, that destroys an object overlapping a point.

    There is also a breakpoint in the event that calls the function.

    Steps to Reproduce Bug

    • Run the project normally
    • The blue sprite remains
    • Run the project in debug mode
    • Press "continue"
    • The blue sprite is destroyed

    Observed Result

    The blue object remains if the project is ran normally.

    However, in debug mode, the breakpoint "pauses" the project. When you press continue, the object is destroyed.

    Expected Result

    The object should be destroyed regardless of whether you have a breakpoint or not.

    Workaround

    Add a "Wait 0 seconds" system function above the function calling event.

    Affected Browsers

    • Chrome: YES
    • FireFox: YES
    • Internet Explorer: As if I would run this thing...

    Operating System and Service Pack

    Windows 7 x64

    Construct 2 Version ID

    Release 165 (64-bit) checked

  • Ok. What about instance variables, though? There are no groups there, and no way to "hide" them by using different sheets. IMHO a simple collapsible optgroup list would suffice.

  • I just wanted to pop in and say I would also love a dialogue engine.

    The main point is that, while I want a dialogue engine, I don't want Ashley to be the one to do it.

    There are many great dialogue editors already out there, some even including support for localization. All we need is an official way to integrate them (rather than the current unofficial/unsupported/unstable method of editing the XML).

    I updated my second post (back in the first page) with a list of cool middleware, check it out.

  • Ashley: But can't we have a simple cosmetic solution for global/local/instance variables, like the current "folders" for objects (which don't actually do anything)?

    Also, if possible, could we have this:

    ?

  • Fimbul

    In regards to levels. R0j0hound made a plugin that does a good job of saving a Layout's object. While C2 can export a scene to JSON I found the result file to overkill. So using R0j0 plugin you can use C2 as a level edit, run the level, and get the the plugin string export to save to file.

    Aphrodite also has a good solution too. Also if your using Tiles you can use Tiled. The SDK isn't impenatrble. I've used to make a photon multoplayer client.

    I consider those to be mere "workarounds": if you use R0j0's plugin, or even tiled, you end up making your game using some other IDE, outside construct. The construct "layout" ends up being a giant black canvas with random objects littered just outside it, since your map "loading" is being done externally.

    I have in the past created applications to facilitate map-making and stuff like that. My point is, it would be great if I could remain in C2 all the time. If I could hook into c2's interface I could create a rudimentary "tiled" clone that allowed me to place quick-backdrop/sprite tiles in the editor(since I don't like using the tilemap object), while at the same time populating arrays/defining obstacles/editing NPCs and stuff like that.

  • Meanwhile, your best bet is to code it manually using construct 2's events.

    Ashley

    I expect this sort of thing to come up all the time. Can we get some solution to facilitate reusing/customizing this sort of custom-coded UI widget?

  • Ashley:

    Interesting to see how the discourse changed over the years.

    Now people are complaining about "unplayable framerates" with 1000 sprites, webGL effects and physics enabled on two year old phones.

    Used to be that the mobile situation was:

    and those limits counted even for state-of-the art phones

    I for one am glad no time was wasted making native exporters.

    Edit: changed "don't use webGL" to "no mobiles support WebGL yet"

  • The title of this post is a bit misleading:

    What I think you mean is: "should I use install creator to create an installer for my node-webkit exported game?"

    The answer is "probably not", install creator is very outdated. I would look elsewhere, though I'm hesitant to offer alternatives since the best ones are paid.

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Fimbul

Member since 12 Aug, 2011

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