Prominent's Recent Forum Activity

  • I think you'll need to let us know how you're currently handling these things, since there are different solutions based on how things have already been implemented.

  • I'm starting to despise using nw.js and chrome.. makes other engines with native export look more appealing everyday.

    I hope things get better soon.

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  • I created a behavior that does this- it also can retrieve the animation name by its index value, or retrieve the index value by the animation name.

    But yeah, I don't know why it isn't implemented by default in c2.

  • I'll preface this by saying you shouldn't take anything I say too seriously, because I don't know what is best. What works for someone might not work for someone else..

    I think the main benefit of schooling is that you get taught whatever is being currently used/practiced in the industry, so that when you're done with it you can expect to seamlessly transition into the workplace.

    It's the school's job to know what the student needs, etc. So if you aren't going to school, you have to do extra work figuring all that out, and you also may not have access to everything, such as specific tools.

    That being said, I'm a self-taught artist, and managed to get into the industry when I was 16 or 17. Straight out of highschool I moved and work full-time for 5th cell media, but I had been doing work while I was in highschool related to game-art too.

    There were less people doing what I was doing back then, so maybe it was easier than it is now, and also technologies have changed- so expectations may have risen.

    A lot of people who have gone to school and gone to work at game companies have also gone on to a more independent route, because chances are a person isn't going to be able to fulfill all their creative desires creating what others want them to create instead of what they themselves want. I know people who have worked at major game companies who are now choosing on their own to do their own thing instead, because for them it is more rewarding that way even though it doesn't pay much if at all.

    I feel like, if a person isn't doing what they want to do already, what's going to make them continue doing it later?? Everything I have done has always been an extension of the things I've already done. I've been doing art all my life, and game dev related stuff for almost 20 years now. As it looks, It seems like I'll continue doing it, but in what shape or form, I'm not sure- but I'm at least doing it.

    I'd say whatever helps her do what it is she is doing, would be good, whatever it is. But, I don't have a kid, and I'm only 30 years old with 2/3rds of my life inside my games/art- what do I know about life..

  • Someone's made a slicer for MagicVoxel:

    https://www.reddit.com/r/gamedev/commen ... s_for_the/

    nice.

    Too bad that this is pure hell to import/manage in c2. Imagine importing an animated model. c2's sprite/animation system isn't cut out for this sort of thing.

  • thanks for the info- makes sense. I'll use a separate object.

  • might be doable in a shader if you can access some data that represents the voxels/etc, then interpret that to draw the pixels, but you would need to also draw them at the correct angle, so you'd have to rotate the data around, etc(because you can't rotate it after it gets drawn since it has illusion of another perspective).. seems kind of tricky, and I'm not sure how complex a shader can be.

    edit: also another issue is how to keep the illusion that objects can intersect each other (layers sliding between layers of other objects)

    at some point you essentially are trying to build a 3d simulation, so you might want to just work with 3d methods.

  • That is really cool. Would be interesting to see this done in c2.

  • R0J0hound , I found an issue with the ignore collision stuff.

    If physics object uses collision polygon, and sprite is animated, then it won't ignore a collision in cases where you just want to collide when jumping ontop of it. For some reason when a frame changes(even if polygon remains same shape), it collides each time I think, which ends up make it seem like you collide from the top even though you aren't.

    Here's a capx: https://1drv.ms/u/s!AhHSZHEulqh_gXKKkewSu_0hXMDg

    Any idea on how to get around it? or is this just a limitation we have to deal with?

  • MadSpy, where/how to create steam uninstall script? I don't see anything in the steamworks pages to do that, and no information anywhere on how to do it.

  • I have been running into an issue where I test my game to find that something isn't loading correctly, and when I go to run it with the debugger, it then loads correctly.

    Could it be possible that there is a bug in the compilation of the events? Or does this sound like a different issue?

    It's very strange, and have never seen this sort of issue in the past.

  • Problem Description

    Timer triggers are allowed to be ran inside loops, because it might trigger multiple instances at the same time and therefore require looping through them.

    However, if the trigger calls a function that is in a loop, then it throws an error.

    For organization purposes, it is useful to stick functions inside loops near similar groups of events- however this bug prevents that in this case.

    Attach a Capx

    https://1drv.ms/u/s!AhHSZHEulqh_gXH0D8NmsLl2cZHn

    Description of Capx

    timer trigger inside loop calls function in same loop.

    Steps to Reproduce Bug

    • view event sheet and run game

    Observed Result

    error

    Expected Result

    no error, it should call the function and change the text.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    vista sp2

    Construct 2 Version ID

    r237

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Prominent

Member since 28 Apr, 2012

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