jayderyu's Recent Forum Activity

  • I'm not sure I agree/disagree that such a feature should be an official plugin. Many of the best tools for UDK, Anarchy, Unity are tools created by non in house developers. In fact having outside developers create the tools first gives in house developers an opportunity to improve. Where I work we used to work with ToolKit2D for Unity. However Unity team developed a cleaner 2D api. It's not a robust as TK2d, but it's core foundation was easier to use and worked well.

    If we had access to more interface controls in the IDE for both Plugins and Behaviours this would offer devs like R0j0, Rex, Luna yourself and myself more flexibility in creating powerful tools. As it is most of the SDK only offers access to JS interface lib rather than an integrated power tool. With C2 focus on being an easy entry and powerful 2D game making system offering more advanced devs to create advanced tools would be a big boon to C2 community and quality of C2 games.

    I thought about an external editor. But managing paths over more than one screen size layout is unfeasible. With no IDE interface to monitor the linking of nodes in the IDE managing such feature is more inconvenient than convenient.

  • I can't seem to find much information about this and in the searches. So maybe someone can point me in the right direction or add some features. I would like to add Edit Time widgets to objects. This is to assist in creating information structures and visual guides during edit time.

    As an example I created a template on the store called NodePath that does CSV brute force path finding. Works great. However setting up csv graph over lot's of nodes is a pain. I started with a C2 template csv graph creator. However this needs to be in runtime with the idea of getting a string to put in at edit time. Then at runtime can rebuild the graph node. However this requires a lot of extra work that seems to be best that this occurs on the editor side.

    http://studioryu.net/dev/nodepatheditor/

    * Right click to create a node anywhere

    * Right click on a node to destroy it

    * Hold left mouse to drag a node

    * Hold left mouse on a green dot to create a drag path to another node.

    * Right Click on an arrow to destroy the path.

    I was thinking to create a behaviour that only needs to store the properties. So any Sprite can act as a node so this doubles up the use of a Sprite. However Behaviours can't draw anything. So I thought to create a NodePathCore with settings options(similar to Mouse,Keyboard....) that can draw all the edit time stuff of the behaviours. Nope can't do that either because if it's not a "world" it doesn't get the draw command.

    So I relented and decided to make it all a Plugin. however I soon found there is not enough programming features to do widgets.

    I can draw a node

    I can draw a line between the node

    I can't create a widget(green drag and drop and arrow) that can be interacted with.

    There is no are no additional mouse features in the manual for OnMouseDown/MouseUp.... which I think could be a minimal feature addition. Also it would be fantastic to have Widget handles in the edit time system. As an example the could be used to have edit time sizing for behaviour/plugin settings, such as circles, ovals, or dragable lines.

    So if some one knows how to do this I would love to know. if not I know Ashley is a busy guy. But opening up more edit time features would be awesome.

  • lucid

    Oh thank you very much. When I went through the change log and noticed some bugs fixes. I started to think that I was relying on bugs the entire time. thank you so much.

  • lucid

    Hey. I'm having trouble with Spriter. Not sure it's a bug, my computer or a change.

    in older versions of Spriter when I double click the graphic in the pallet I get the center/pivot point for the image. When I double Click/apply a different spot; the image/object in the animation would adjust appropriatly. This way I would set the center point to waist and center. That way if the image has different widths or heights it's not a problem.

    However recently that doesn't happen at all. I can click the center point on the image pallet anywhere, for any thing and nothing changes. Even when I start a new project. What it seems is that the pivot points changes, but the center point of the object does not.

    This has lead that I can't use one template for a body object and then I need to make a new animation for each character. Which really isn't the point of Spriter Character Maps. Is there a key short cut that has been added. In the mean time I went down to B9, but still same problem.

  • How many at one time?

  • Yep zooming is possible.

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  • Call back referenes. Personally I like to use a dictionary. There is a tutorial. but it's all about knowing the keywords to use.... but you won't know them until you found the tutorial in the first place

    The gist is

    step. 0

    [---Group Assign Function(active)----]

    OnAnyKeyPress

    ->Dictionary.Add( "Press" & keyboard.lastkey, FunctionToAssignSelection.FunctionAbility)

    -> Deactivate Group Assign Function

    step. 2

    on any key pressed

    -> Function.Call( Dictionary.Get( "Press" & keyboard.lastkey), whatever holds paramaters )

    step 3. on saving of setp

    WebStorage.Set( "controller setup", Dictionary.ToJson )

    step 4. on loading setup

    Dictionary.FromJson( WebStorage.Get("controller setup") )

    and that's the basics. do the same for mouse, joysticks so on etc.

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  • sman118

    Yep. that's not normal Nintendo behaviour. Well maybe webapps will be coming. Maybe Ashley should talk to the Nintendo reps.

  • hmm. kinda possible.

    Wii-U uses Netfront NX apparently

    http://en.wikipedia.org/wiki/NetFront

    and the new 3ds will also be using NetFront.

    http://www.nintendo.co.jp/3ds/hardware/ ... owser.html

    However. I don't think Nintendo would allow only the new machines to WebApps and leave the old machines behind; on which is supposed to mostly be the same system itterations. DS to DSi was the large step. But who knows. Maybe in a few months the new 3ds will support web apps.

  • I agree with hammer. ES should not impact your speed.

    Also while using Unity. I find that I tend to break ES up into types of uses.

    Level

    Level controllers

    Input

    UI

    player

    enemies

    hazzards

    stuff like that. That way I can include the component where it's needed. I also make heavy use of Groups for organizational reasons.

  • Well it would certainly be a reasonable compromise.

    However the reason I ask for the feature is that I've been using it for months now. We had at the peak of development 5 artists, 3 programmers and 2 level integrator with concurrency handled by SourceTree/GitHub combination. The devtools we used between the programmers and level devs. Our project used an Assets folder which contained images, audio, code etc. The devtools used active file change watching to auto update images.

    Everything worked smooth in regards to the automated assets updated. Often we would see the PSD files with the assets folder which wasn't necessary, but I understand there was some "junk" as it were. Overall however everything went really well and the folders remained clean.

    Of course when you C2 would junk up. I am referring to source assets that are linked. Since C2 is already storing a source file. it seems that just comparing a linked file to be checked when the Change Journal shows an update for that file, would be a very convenient for development. As it was for our team. So just dropping a file into the assets folder should be ignored until the asset is imported into the project at which point an automated link could be done.

    Of course artists could just go into animations and work from there, but it's a little less intuitive for the artists. When the team I was working on with The Blue Code we had 6 artists, 1 programmer, 1 audio engineer, 1 level integrator. And the artists just didn't like working in the project/Animations folder. The sorting while fine for programmers just wasn't what the artists much cared for. In the end I had to just keep on manually updating the images every time new one came in.

    So from personal experience working with auto asset updates using change journal. The entire workflow went fantastically well. However a reload button and reload on C2 start up(toggleble option) would be satisfactory comprise. I'll take the compromise, but I hope you consider the work flow pro's and con's.

    Also C2 is awesome and keep up the good work

  • Hey ASHLEY. I am really grateful for the inclusion of the linking of asset management. It has helped and it's a big step towards team work flow.

    However can you look at one more feature for this. As you already store a source file for images(yay). Could you add a feature more for project directories.

    http://msdn.microsoft.com/en-ca/library/windows/desktop/aa365261(v=vs.85).aspx

    Windows(and Linux) offer Directory Change Notifications for their OS. If certain values change an application will be updated of those changes. And offers a change journal that could be taken advantage of.

    Offer caproj directories a developer /assets/ folder that C2 watches the Change Journal and Notifications. When changes occur to a file within the Assets folder C2 can use the link information to reload the asset automatically. This feature would super streamline and separate the artists/composers and programmers. While increasing development speed.

    Programmers would see art changes when pulling from a repository. Artists will see updates without having to wait for programmers to reload through each image.

    I'm sure this would be a feature that would go over well for all team development and even non team development would see this feature as a major benefit.

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jayderyu

Member since 11 Apr, 2012

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