Aphrodite's Recent Forum Activity

  • Booleans global and local aren t supported (I think they were forgoten, and since you can just replace it with 0 or 1, not a big deal, even instances booleans actually just take 0 or 1 values at runtime, you can verify).

    To trigger the value of the variable bollean: set Bool to int(Bool%2) , this should work no problem (since you will want this variable to always be 0 or 1)

  • The whole point of C2 at the beginning was to help make good, complete, polished browser games without any plugin, and to go beyond what browsers games tends to be because of flash itself, having a swf exporter would likely nerf the performances, reduce the possible effects, have a lot of trade-offs and incompabilities, require a plugin from the user, and is just not worth the effort. If you really want to have a flash game, I ve heard quite a long time before that an swf wrapper for html5 existed but I still don t see the point nowadays (I think they were made when html5 was all new, webGL wasn t a thing yet, and all that stuff), whereas now, embedding an html5 game inside a flash player is just pure nonsense IMO.

  • I cannot be 100% sure, but I don t think clients can influence that much a number generated by the host itself, so I don t see .e point of a "secure random generation", nor what you actually mean by that.

  • Aphrodite

    Bl4ckSh33p

    I understand the logic behind the thoughts and respect your stand. And I don't want to derail this thread. But still: Isn't that against the core system of C2? The extendability by plugins is a feature, isn't it? Even C2 itself is based on plugins (I understand that you think they are always safe, while 3rd party may not). Wouldn't it make your life much easier on a long term project, when instead of constantly updating C2 with the risk of breaking something (yes, that can very well happen with C2's own elements, too), you'd stick to one version of C2, with one version of all 3rd party plugins?

    Again, this isn't quite the right place to discuss it. So maybe just take it as an suggestion for an easier development process - or just ignore it

    I agree, but I think there should be also a fallback method, as I've said, the canvas is more adapted to this use, but knowing another way around (or at least that it can be done) is good to know in case of plugin discontinuity for long term project. I'm more a "use plugins when they can simplify your life, but also know if you could do it without and how just in case".

    Again, the only plugin I actually used for myself were the clay.io plugin (I don't use it anymore though), the Paster plugin (I prefer it to the canvas plugin, for better compatibility with WebGL, and it is easier to use IMO), and the FGL plugin (only when I want to use FGL), everything else is done vanilla C2 (I've not seen any plugin that could make my life easier other than those ones)

  • tulamide : for a long term game, third party plugins represent a risk/reward situation:

    -More functionnalities, but also they can break one day due to some factors (new update of C2, the plugin's creator not updating anymore for a variety of reasons), whereas vanilla C2 tends to be a less risky way (since the stable versions are normally pretty well done), and since you do the code with vanilla C2 (aka: rely less on third party solutions), if something does not work, it is more likely your own fault.

  • itzathis

    Yes, but if include:ANOTHER was at the bottom of the event sheet instead of the top, the result would not have changed, where logically it should have I think (since this is how triggers seems to work with includes).

    My suggestion is to have the main event sheet have only includes and non trigger conditions, that way, no weird trigger order relative to the main event sheet has to be done. main event sheet from top to bottom, without anything else

  • In normal events, the main event sheet is read from top to bottom, if an event sheet is in the way, the event sheet is read (all is normal)

    However, with triggers like on start of layout, further testing showed included event sheets will trigger always before the main event sheet, this is only for trigger events AFAIK

    In your exemple, Score should be 0 I think (the debbuger could help you see the value it takes at the end of the tick too)

  • An inverted overllap check is doing a collision check, and just return the inverted result, you could use the debbuger to verify that, also your logic of conditions not executing is correct, but that means that if you are overllaping nothing/eggs while on a plant that has sprouted, and that you are not teleporting nor crouching, the collisions checks will all be done

  • The data is what matters, you could try to isolate it, then get rid of the { }, then a good use a loops and tokens could make it so you put each data as key and values of dictionnary, then you could just retrieve the value you want

  • I am not sure, but are you trying an effect like sonic 1 on master system (the camera has a max speed that sometimes is lower than the actual speed of the player), I can try to do something like it

  • Only images used on the current layout are loaded in to memory. Objects on other layouts are not loaded until you go to those layouts, and when you do so, objects on the old layout are unloaded from memory. This prevents large games running out of memory.

    By "used on the current layout", does that implies also objects that are talked about inside the event sheet, even if none of them would actually appear in this particular layout?

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  • Aphrodite

    One more noob question: how would I achieve the 'sometimes make them stop in place and jump behavior' for multiple enemies?

    I would use the timer behavior I think, to make it trigger a condition after a certain time, to do this.

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Aphrodite

Member since 20 Dec, 2011

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