Fimbul's Recent Forum Activity

    I hope you don't mind if I decompose your post, I think its better if I do it this way

    Hotspot & image points for sprites

    Yep. We need those urgently, especially if image points are unlimited. Also, a way to call "imagepoint<i>" via expressions would be nice.

    Collision polygons so collisions are a bit better than bounding-box

    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

    Families (will take a long time)

    Definitely needed

    Physics (not sure if Zack0Wack0 was working on this?)

    If there's a chance he's working on it, it's better not to do it. Let the community work on it.

    Support for the Chrome or Mozilla web app stores - it looks like you can even charge for web apps, so see if that's something that can be added.

    Does that bring a lot of revenue? I guess the community can code plugins that work with those - besides, it's not urgent

    Improved audio engine using Web Audio API (which currently only Chrome supports I think)

    Let browsers mature? I don't know anything about audio APIs, so feel free to disregard my opinion here.

    Good support for tilemaps

    We're definitely going to need those.

    Simple "fill color" on the image editor

    Agreed, especially for quick recolors and knocking out transparency.

    Also, I'd add a "rotate 90? clockwise" tool there too, as most top-down sprites are drawn facing up, not to the right (as construct 2 likes).

  • Construct 2 probably won't integrate SQL commands, and for a good reason.

    You don't want javascripts connecting directly to databases, I believe it's not even possible.

    The correct approach would be to communicate with server side tech (php/asp.net/ruby) via AJAX, and you can already do that.

    There are no tutorials for that, but if you guys really need this, I can whip something up (should take a while though).

  • Anyway, just trying to help. Not trying to start anything here. ;)

    Oh, certainly. I understood what you said. A common situation is when people try to implement that delay on a missile between you firing it and it actually starting its engines via animations, resulting in glitchy collision/hit detection and memory waste. Character jumps via animations are glitchy just as bad.

    I used the example to show there are a couple rare situations that you CAN use animations

    I'm not sure I agree with your Robotnik example. Each additional frame would add the same amount of vram as the first, and be static. Not to mention the issues of collision detection, and deltatime.

    Sure, but you can see where I'm getting at. Maybe in your game, you have little balls floating around you for each 1 extra life that you have, or maybe your fairy companion (that does nothing) rotates around you. You get my point. The situations where it's ok to do movement via animations are very limited, but they do exist.

  • > sprite sheet with cropped frames is literally only a few kb larger then one that does not.

    > That depends on how your graphics are created. E.g. if you have a character that is dodging and attacking with a sword it might be a *big* difference if frames are cropped or not.

    Then you would save some memory and the sword (possibly with arm too) on it own image. This would be for a large sword anyway. As there would definitely be a large amount of transparent image if it was all in one.

    > exture Packer creates bloated pngs

    > Currently the file size is about 15% bigger then when using opting. This will be fixed with the 3.0.0 release.

    Sometimes even higher but can then be loaded and saved out of another program to reduce.

    > lso, never have your character or object change positions in your sprite sheet, per frames. Any change in position should be done by code or game editor function.

    > You have several cases with animations where this is exactly not what you want to do. You want to keep the anchor point steady while the animation moves around it...You have to be kidding me? Animating by code will save more space then within frames. Anything can be animated in a frame but x/y coordinates, zooming, rotating, and so forth is much better by code.

    I see what you're both trying to say here. I think it's a common mistake to try to move an object using animations, and it most often wont work. But if you have, say, a little power up that orbits around your character yet is purely an effect (it doesn't shoot or shield damage or anything), then it's better to move it via animations, for instance:

    <img src="http://media.giantbomb.com/uploads/0/1264/199592-son2_32_super.gif" border="0" />

    the little balls rotating around robotnik (dr. eggman for some of you) are best implemented as animations, not as actually changing positions via code.

  • It is possible to create a screen High Scores Online? I create in this classic.

    Yes. Use the ajax object.

  • f Construct 2 wants to compete with GameMaker, detailed official tutorials for different types of games in PDF format are really necessary.

    We realise the high importance of tutorials and documentation and we're hoping to get all that written up and documented ASAP. Have you also seen the Beginner's Guide? It's not in PDF format, but is the format of the tutorial that important? I guess I could make a PDF if there's some advantage to it.

    I'm already working on a couple of those.

  • I'll correct that and optimize it to make less redundant checks. Going to optimize my spaceship movement too. Thanks for the help!

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  • decrypting the images would take processing power that's hard to come by, what with HTML 5 not being THAT optimized, we need all the power we can get.

    Also, nothing will protect you if people want your images bad - look at the ton of mario/sonic fangames around. They can't make anything commercial with it, though, so you're pretty much safe.

    Even if there was a solution to encrypt images, it probably wouldn't be be developed by Scirra.

    Closest thing I can think of would be renaming all your images to random strings and updating the references in the runtime.

  • Please do feel free to comment on what you thought of it and make suggestions :)

  • You're getting that error because this is not a plugin, it is a behavior. You should extract it to

    \Construct 2\exporters\html5[b]behaviorsinstead of

    \Construct 2\exporters\html5[b]plugins

    Also, you'll need to create a sprite object and then click "Add/edit" on the behaviors pane, then add this as a behavior.

    sorry that it wasn't clear.

  • Hello!

    I've been working on this plugin for a couple of days, and am now messing with the SOL, so that I can return the objects that obey the condition, as would be expected of a plugin of this nature.

    In the example, there are three objects. When they enter the arc, they are selected, and the ones who didn't enter the arc are not selected (as expected).

    However, when they enter the arc and then leave, if one object stays within the arc, objects that were selected remain selected, even if they are outside the arc - in other words, as long as at least one object stays in the firing arc, the other objects can't be deselected when they leave!

    I don't know what the problem is - my "check between angle" and "check within range" functions are OK, so the problem has to be somewhere else

    I know my code is a horrible mess and I probably did things in a crazy inefficient way, so forgive me for that.

    Example file with behavior: http://www.sigsonic.com/turret.zip

    Live preview courtesy of DropBox

    This is not fully functional yet, so some options are missing or might not work.

  • Updated to work with r51. I guess I'm the first 3rd party extension compatible, how cool is that? :D

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Fimbul

Member since 12 Aug, 2011

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