Toddler's Recent Forum Activity

  • I can really see it in my mind now...this "new cool" local storage is trouble.

    Twice the action needed to get what would have been a single line of code.

    All I see is the amount of re-write awaiting my game.

    Why can't Construct 2 handle this "On item get" trigger automatically ? Why isn't that an option [auto]

    Can't construct 2 assign/compare the value when the data "decided" to arrive in the background ?

    Why must we handle this...

    This is trouble...

  • Thanks

  • Yes I know the new localstorage is suppose to be this awesome thing but the way it works reminded me of implementing listeners for certain events in Flash and having to write another piece of code to catch the trigger.

    It is having to write *double codes* like this that makes me stop using flash to develop games in the first place.

    WebStorage, no matter how it is *supposed* to be outdated is awesome, because you access its property via one line of code and it makes for really clean codes.

    Yes, we know the new AWESOME LocalStorage is parallel processed and all those wows, but can't construct 2 handle the back end bull crap for us ?

    We don't have to *know* it is async, why can't we just access its value in one line and construct 2 behind the scene will execute that code when the loading or whatever fancy bull crap it does in the backend is complete ?

    We don't have to know how the car cylinder system works, we just push on the pedal.

    The golden age of Flash was when it was easy to execute basic stuff in code until Actionscript three demand event listener and triggers, then comes boiler code hell and all those bull crap that makes people wonder why we are using that if it is going to be such a pain in the first place.

    Can construct 2 avoid going down this path ?

    [PS: Can you imagine if Construct 2 have detect overlapping but we have to create our own on collision event to detect the overlapping only once ? Can you imagine having to manually wait for a *trigger* to let us know that certain assets have been fully loaded or having their memory resource cleared and all those amazing clean up that construct 2 does in the back ground that makes construct 2 such a joy to use in the first place ? Now we are suppose to be *ok* that a simple webstorage system we have that all the settings and retrieving of data in one line of code now require an asking and then later on a trigger to get the answer ? Why is this ok suddenly ? Yes yes I know it is *fancy* and *the future* and all but it is cumbersome and can construct 2 handle this in the background ?]

  • Is there a vertical shake feature ?

    The Shake in Scroll To Behavior is Horizontal and Vertical.

  • Thanks

  • Ouch...

  • How do I create a local function just like the local variables that aren't visible outside of that particular layout ?

  • Two years ago, I used Flash to create my free game Pigazoid for iOS and Android.

    It took 6 months to develop.

    90% of the time was me FIGHTING with the SLOWNESS of the Flash Engine.

    It was a simple game, a VERY SIMPLE game, but what the player doesn't know is it is simple because Flash FORCES me to drop many features I want to implement.

    Play back rate was slow, refresh rate was slow, it is just terrible.

    I ended up having to experiment with Pixel Blitting within Flash alongside many other "hacks" to get the game going.

    Ever since then, I swore I will NEVER ever create a Mobile game using Flash again.

    NEVER, and I don't care how powerful new processors will become to make up for Flash's incompetency.

    Two years later, now, I have decided to get back on Game programming and using construct 2 is the best thing that have ever happened to me in the world of game creation.

    Would it shock you to know that games made with Construct 2 RUNNING ON A BROSWER in iOS can actually be faster than Flash's native exporter to ipa ?

    Speed [which is a big thing] aside, Construct 2 makes "sense" in the gaming world.

    Flash is like an old relic that is trying so hard to fit in, I have to create a mini game engine from scratch in Flash and yet will never truly know the performance of it until it is time.

    I have to re-write Pigazoid's game engine twice.

    Had I used Construct 2, 6 months of work would have been two weeks.

    TWO WEEKS !

    And 90% of the time will be spend on making pretty graphics, playing with my 3D characters and animating them.

    I know because I am working on another game now and I cry from how easy Construct 2 is.

    Construct 2 is awesome.

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  • Thank you Colludium, I hint your advise and used LiteTween, it works PERFECTLY.

    Wow, that VectorX thingy is USELESS.

    The Vector Y works though, but Vector X is Utterly USELESS with or without ignoring user input.

    I will never touch Vector X for Platformer again.

    I tried to work within the Platform's position placement feature because I don't want an external behavior that is not part of the Platform to affect positional movement to avoid glitches, seems like the internal Platform's vector X is a let down.

  • This is what I have so far, it is not working

    I typed in lots of zeros in my frustration that the platformer is not even moving horizontally away at all.

  • Say I have a Platformer running towards an object, upon collision, I want the platformer to be "pushed back" as though the enemy called him to "back off".

    Setting the Vector X seems to not do the trick...not even when I set it to 10000000000000000.

    How do I make the object bounded back horizontally ?

  • Thank you

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Toddler

Member since 19 Jan, 2012

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