zendorf's Recent Forum Activity

  • Been having a play with the plugin and while it is early days, I certainly can see some potential for it. The main issues are mainly to do with events and interactions...namely iterating through instances and collision detection. Also, some sort of layout editor (or use of the three.js online editor) will be a must for anything more complex than a procedurally spawned game .

    What is planned as far as collisions? Will it be auto cubic bounding boxes that rotate with a model or just a spherical, non rotating box? Of course options are always a good thing. The ability to use another mesh as bounding box would be great, though I am not familiar with the capabilities of the Three.js engine.

    Currently I am noodling with a prototype of a basic 2.5d shooter to learn the plugin. I have basic player movement and camera down fine. I can fire one bullet, but the issue becomes how to control instances. Of course this is all handled under the hood with normal C2. How would I check for its position to destroy offscreen? I can create multiple bullets but they all have the same name and only one responds to actions. I have tried using object>create>create by cloning but can't work it out...

    cheers...

  • Wowsers, colour me very impressed One try of your tank demo and I got out the wallet....$15 is a no brainer. I know C2 like the back of my hand and am an experienced 3d artist, so this has me very excited by the possibilities. I won't be giving up on Unity and Godot Engine in a hurry, but for simpler games, this could be brilliant.

    I haven't even downloaded it yet, so I am sure I will have feedback soon.

    Thanks Russpuppy, that example looks like a great starting point!

  • Thanks guys, Inno Setup sounds like the winner!

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  • OK, thanks Ashley for clarifying that. I intend to distribute via itch.io , Desura etc so I am not really interested in web publishing at this stage. If someone pays for a game , they probably won't have an issue in running the dxwebsetup. My concern was more for anyone trying a demo of it (potential customers or press/reviewers) and getting turned off by lack of hardware acceleration.

    Are there any installers that you or others would recommend to package up Node Webkit with the dxwebsetup?

  • I am getting close to releasing a desktop game using Nodewebkit and C2. Most machines I have tried, play the game terribly until I have installed dxwebkit.exe.

    Before I start sending around pre-release demos of my game, I am wondering how common it is likely that an end user will need to use this dxwebkit.exe file. I was under the impression that Nodewebkit is just chromium using Webgl/opengl, so why the need for this DirectX download? My game works fine in Chrome, but when exported to NWK will perform terribly unless the dxwebkit download/update is performed.

    Very confused as to what is going on here, and would appreciate some enlightenment Just concerned that when I send my game to press/reviewers etc, that they won't want to download this update to get the game working , and first impressions will be that it is unplayable at such a low fps.

    Just packaging up my game to send to the Intel Level Up competition (deadline today) and have been working on this game for months, previewing it fine in Chrome. Didn't realise these issues till now. Yeah, I know....I should have done some tests exports before now

  • I would be more concerned that Nintendo might be calling to ask you for a loan

    http://www.theverge.com/2014/5/7/5689878/nintendo-earnings-fy-2013

  • The whole image editor/animation import workflow needs a massive makeover! I don't think it has been touched since I started using C2 (about a year and a half).

    Having all on those floating windows, when you go into image edit mode is horrible and it needs to be unified into one window, ideally dockable. You should be able to update an animation from an external source much more easily than the current way. At the moment you can't even multi select frames to delete them...instead I usually create a new animation to replace, import into this, then delete the old one...drives me nuts every time!

    For instance in After Effects, I can replace referenced frames at any time or replace the files that are referenced at the source, then refresh. If C2 really wants to step up to be more like a pro DCC app, then it needs to be able to externally reference assets, rather than "baking" it into the project structure...which , granted, does have its benefits (all being in one location and zipped into a capx). Choice is always a good thing!

    Animations should be able to be scrubbed through in the image editor and have a decent transport bar. As primitive as MMF is, it is miles ahead in this respect.

    Before anyone whinges that you don't need enhancements to the image editor, since they do it all in PS/Spriter etc, well so do I, but having more robust tools in here definitely would help with quick edits and prototyping. At the very least add a view grid option for pixel art, some more robust shape tools (circle, ellipse , square outline), transform manipulator for selection (scale, rotate) and some basic fx like blur/glow. Both GMS and MMF have better tools in this respect.

    And please fix that colour picker in the image editor, it is still glitchy on every machine I have tried, even though I filed a bug report on this a while ago. The colour picker used for picking background colours is far superior...not sure why it is not reused?

  • Yoyo just added this to the latest build of GMS. Would be cool to have in C2, but it it would be very performance heavy...wouldn't want to try it on mobile.

  • zenox98 Sure, it is not a high priority request. Just one of those little things that has been eating away at me ever since I started using the event sheets.

    I only post it on here as a valiant attempt at getting Ashley's attention, and hopefully getting it onto his (very long) feature to do list

  • Yes, but you shouldn't need to put in blank sub-events to just add comments where you need them. That is a very clunky way of doing it.

    I don't think anybody would argue that my mockup doesn't look cleaner and more readable...

  • Possibly hard to explain without a pic, so here is a quick mockup I did in Photoshop:

  • Something that I have been wanting to see added for a while now, is the ability to add comments in between actions.

    Sometimes I may have 20 or so actions within one event, and having commenting blocks between some of these actions would make it SO much more readable. When I am writing code the old fashioned way, I tend to comment almost every line and I really miss being able to do it in C2. These action comments would have to be added via the standard "add action" dialogue, which is somewhat at odds with the C2 workflow, but it should work fine.

    Would also be great to have the option of changing the colours of individual comment blocks for further readability.

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zendorf

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