Jase00's Recent Forum Activity

  • I totally understand what you mean.

    In both scenarios you listed, (Making a change to a layer means going to every layout and making the same layer change, and level editor layer stuff) I have had to deal with as well.

    It's like a matter of pre-planning what layers you would want and what settings/effects you want, make it in one layout, then duplicate that layout. But you best hope you don't want to tweak a single setting in a layer, because then you'll need to fly across every single layout to manually make the change (or possibly edit the project's files to apply the change quicker which is risky and a bad idea in general to tinker with things like that).

    The ability to add layers at runtime sounds like a dream, we could then have 100 layouts, decide "Hmm, I want a HUD layer" (if you somehow didn't think to add a HUD to your game after making 100 layouts lol), make an event "Create layer : HUD" (probably have an index for where to z-order the layer), and then all other events already exist to tweak the settings of layers (minus a few, like adding new effects). Would be awesome.

    tl;dr: I agree! +1

  • I am addicted to this game at the moment! I play mainly as Engie, Spy, Demo, Scout. Only started playing the game about a year ago though but mann it's addicting. Gotta love the new SFM video that Valve released for TF2. I remember hearing they're making another SFM video at the moment too. ^^

    Btw you missed Heavy in your list of the classes!

  • Hello Igloo !

    I highly recommend reading this, it's a blog post containing performance tests between CC and C2, it's a very surprising and interesting read.

    Performance on a laptop with integrated graphics is awesome, I test my games on a cheap laptop with integrated graphics and a dual core CPU, works fine as long as you set an option in the settings of your project (I forgot the name of the option, but you need to set it from "High Quality" to "Low Quality"), and also make sure the resolution of the game is low.

    Hope this was helpful

  • I'd love for this to exist in C2. +1!

    There is perhaps a really messy way of making a workaround involving the plugin "Canvas" or "Paster", you could load external images into a sprite, paste it into the canvas, then load the next image and paste that into a new canvas. Canvas's keep individual image data. The only reallllly messy thing would probably be trying to make animations.

  • If you make a very intensive loop, it can cause the game to freeze whilst it does its processing. This freeze means it is making sure that the entire loop completes in 1 tick, and when completed, it will go to the next tick and the game should unfreeze. If your game is not freezing when using big loops, then yeah that's pretty weird lol

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  • I'm currently in a position where none of these problems affect me, but I do understand where everybody is coming from.

    I think Construct 2 is an ace piece of kit, the event editor is the most comfortable thing I've ever used (minus 1 or 2 nitpicks but it may be my own lack of understanding), and honestly if money was an issue to boost Construct 2 development in simultaneous areas at the same time (Or PERHAPS an exporter, or maybe even just have a guy that can monitor critical bugs in exporters that get reported on the Scirra forums and they can be heavily on the case to the developers of the exporter) , then I'd totally back a crowdfunding strategy.

    Still though, Scirra have had a job offer up for quite some time now. Who knows what that could bring! Perhaps Scirra could push that job offer out a bit more (Assuming they haven't yet). Or who knows, maybe Scirra have received many applications already but they just aren't up to snuff to be chosen.

    It's shocking to see some people reacting this way. I totally understand why and it is definitely warrented, I have lurked daily for ages and have seen things kind of crumble a bit the more things get added (It's great to have things added, don't get me wrong, I guess the more features (esp plugins,exporters), the more work for Scirra to keep things stable), and users that were once ecstatic about Construct 2, are now being more firm and critical about the software. Iuno, kinda sad to see things going this way at this moment. I hope things brighten up soon >.<

    tl;dr Do Kickstarter, offer flying monkeys for £1,000, watch the money pour in.

  • I'm British and I can't even find the first clue. Absolutely preposterous!

  • JohnnySix

    You know, I've never thought of that before. You've put my mind on a good path, I think I can come up with a workaround. I could have a Parent object of the Item, with 2 different physics objects paired with it, and the Parent item can position to the appropriate one when it needs to. I guess the only downside would be that whenever I add a new item that is a different shape, I'd have to add the Item's image 3 times (or the two physics ones could just be an invisible polygon but still). But it just might work. I'll have to try that soon. Thanks for the inspiration!

  • Ahh man, I really appreciate you taking the time to check it out.

    I'm figuring the reason that multiple instances share the same collisions, is because of performance and efficiency issues, but man it's so important to my project, the hit may only be bad if there's like 100 objects at a time. But ehh... hopefully there's a solution.

    Again, thanks spongehammer ^^

    I'm still hoping there's a stupidly easy solution to this.

  • That's awesome! I hope I've been clear though, I've tried a lot to have multiple instances behave this way, and I mean I've tried a lot. It'd be awesome if I was making a stupid little mistake all along somehow but I feel pretty confident that there's a limitation to Physics. Hoping I am wrong though

  • Well the hole would be just sitting there, placed in the Layout editor, with no behaviours or anything, just a square shape that is overlapping the ground. So yes, in design time So you have something that actually works? :O *excitement intensifies*

    By the way, I'd post diagrams + capx's but am currently unable to.

  • Hey, thanks! I have made many different attempts with new capx files, sometimes I get the illusion it is working (like, 5 items are resting on the ground, then I spawn one above the hole and it will fall into the hole whilst the other 5 items actually stay on the ground, which is how it should work) but the only reason they were staying on the ground was because of the glitch I linked above (So, the 5 resting items need to move away from the ground to actually disable it's collisions according to the glitch). So yeah I fail

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Jase00

Member since 5 Jan, 2012

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