Azis's Recent Forum Activity

  • Super wall jump! Congratz!

  • <font face="Verdana, Arial, Helvetica, sans-serif"><font size="6"><center><img src="https://dl.dropboxusercontent.com/u/94904214/Store-reference/code-imgs/PluginIcon.png" border="0">

    Store Reference Behaviour (v1.0)</center></font>

    Current problem in Construct 2:

    It is not very straightforward to stablish relationships between gameobjects. If two objects A and B are related, then A must keep a variable with B's IID or UID and then keep checking which object has that id value. This may lead to repetitive code to keep variables that don't really store the object B, but only its identification.

    Besides that, that way of coding doesn't allow you to keep, for a same object, a relationship to a variable amount of objects (unless you store IIDs or UIDs on an Array object, but that will increase the complexity of your project a lot).

    The Behaviour:

    Instances can hold Text, Boolean or Number variables. This behaviour creates the possibility for Object variables, in which you can store and retrieve objects. It allows your object to have as many variables as you want.

    This is how you store objects:

    <img src="https://dl.dropboxusercontent.com/u/94904214/Store-reference/code-imgs/collision.png" border="0">

    And this is one of the ways to retrieve them:

    <img src="https://dl.dropboxusercontent.com/u/94904214/Store-reference/code-imgs/launch.png" border="0">

    As you can see, object variables are different from the usual variables because they are actually an array of objects. That gives you much more power to hold as many objects as you want.

    I hope you enjoy it. Suggestions are welcome!

    Links:

    Behaviour Download (v1.0)

    Example

    Github Repository</font>

  • I often need to use the same actions for many different objects (though I don't think using Families are the best solution for my case).

    Therefore, I create an action for an object (with a possibly complex and extensive paramater). Then, I must copy this extensive parameter and then do it all over again.

    1) Click on Add Action.

    2) Choose the other object

    3) Choose the same action

    4) Pasting the parameter

    This is very annoying. I think, after duplicating an action, there should be an option to just switch the object who "owns" that action. That way, my "work sequence" would be:

    1) Click on Add Action

    2) Choose an object

    3) Choose an action

    4) Type extensive and complex parameter

    5) Duplicate this action n times

    6) Change the action's object for each copy of the action

    Another useful feature (but maybe not very easy to implemente) is action multi-editing. Suppose you have these actions:

    Sprite1 set opacity to X

    Sprite2 set opacity to Y

    I would like to select both actions, click edit and whatever I choose as the new opacity should apply to both actions.

    Thank you,

    Azis

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  • Nice job,

    But I think that should be a native c2addon assembler in Construct 2. Making the zip on your own seems too "low level" and error prone, don't you think?

  • As Fimbul said, the original plugins could remain on the project folder so Scirra can freely modify them and all projects will remain with an updated version. Only custom plugins would be stored with the project.

    Arima

    Maybe that could cause some incompatibilities if the user decides to upgrade only some plugins and not others.

    Besides, if a user doesn't want to use newer plugins, he would have the same option as it has today: not upgrading Construct as a whole.

  • Hi, I've been developing with Construct 2 for some time and even developed some custom plugins and behaviours to give my games a personal touch and do some extra stuff.

    One thing that I don't like about Construct 2 right now is having to leave all custom plugins, behaviours and effects whithin the installation directory. The way it is, I can't just install Construct on another PC and work with my projects unless I copy all the plugins. Even worse: it gets very annoying when you use some versioning tool and you want to version those plugins/behaviours. They have to be copied to/from the installation directory to/from the versioned directory at every commit/update.

    My suggestion, therefore, is: leaving custom plugins within the project folder structure, so it can be freely copied to any other computer with Construct 2 installed (something similar to adding a lib to your project's folder in a coded project).

    Thank you,

    Azis

  • I have been able to reproduce this bug on r108.2

    Steps:

    1) Create an empty project

    2) On the event sheet, create a global constant

    3) Create a global variable

    4) Create any event and add to it an action to set the variable's value.

    5) Edit that action.

    Expected: the edit action window should show the action's variable and the value to be set.

    Obtained: no variable is initially selected from the drop down list.

    This gets particularly annoying when you have to edit the action often.

    Thank you,

    Azis

  • No, I had to do some modifications to the plugin. Although I didn't have to change much, it's tiresome to re-paste the code every time a new Construct version is released.

  • Steps to reproduce:

    1) Create an empty project

    2) Create an event group

    3) Create an event inside that group and disable its action.

    4) Disable the event group.

    5) Press CTRL+Z to undo.

    Excepted: the event group should remain enabled and the inner event action, disabled.

    What happened: the event's action was re-enabled along with the group.

    This bug doens't seem to happen with disabled event conditions.

    Thanks for the attention,

    Mateus Azis

  • NOT sure if this is a bug, but I think it's very annoying.

    Steps:

    1) Create an empty project.

    2) Create a Sprite object.

    3) On the Image and Animations editor window, create a folder with any name (e.g. "Folder1").

    4) Add an animation named "X" on that folder.

    5) Add another folder to the root with another name (e.g. "Folder2").

    6) Add to the second folder an animation with the same names as the previous one.

    Expected: both animations should be added successfully and would be referenced in the event sheet as "Folder1/X" or "Folder2/X".

    Obtained: an error message saying I could't have 2 animations with the same name at all.

  • Actually, I found out it had something to do with some modifications I made to the Audio plugin to add a "Pause" action.

    By the way, shouldn't it already have this action?

  • 1) Create an empty project

    2) Add an audio object

    3) Add a music file to the project and an event to play it on start of layout

    4) Add the browser plugin

    5) Add an "on browser suspended" event that sets the music as muted

    6) Preview your project

    7) Switch to another tab in your browser and then switch back to the game

    Expected: when switching back to the game, the music should not play, as it has been muted.

    What happened: the music played for a very short time and THEN it was muted.

    Thanks for the attention,

    Azis

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Azis

Member since 20 Sep, 2012

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