zendorf's Recent Forum Activity

  • Thanks for the replies.

    Wisher, I had suspected that they are not being evaluated on the same tick. Is there any way around this?

    As can be seen by my very simple attached file, even manually constraining a sprite to a platform with sine movement exhibits this same problem. It is not limited to just behaviours though, as it also happens if I put in a manual sine expression for a platform(ie no behaviours).

    Seems that any way of linking two objects is an issue, since using the pin bahviour on an object also has the same problem. It is a worry that I can't constrain two objects without any slippage occurring. Would love to know a solution :)

  • I have been heavily developing several games for 3 months now and feel that I know Construct2 quite well. So far I have been able to work out every technical problem that has surfaced...except for one.

    Getting a non-floaty feel to moving platforms has thus far eluded me! The built in platform behaviour, in general is great and suitable for most platform uses. But when a sprite lands on a moving platform it always lags and looks very "floaty" for both horizontal and vertically moving platforms. I could never put out a professional game that had that look, since you don't even see that in classic games of 20-30 years ago!

    I have tried to code my own platform behaviour, but have run into many issues. It seems that even pinning an object to a moving platform looks laggy, whether I use a sine behaviour or a manually created sine expression.

    I have also played with using physics to create platform behaviour, that does work but once again won't stick to the moving platform properly.

    Even just using a basic expression to constrain a sprite to a moving platform results in lag as can be seen by this basic example:

    dl.dropbox.com/u/94794009/Contruct_examples/platform%20lag%20example.capx

    I really love using C2, but this is driving me up the wall and can really limit what I can do with a platformer. If anyone has any solutions or has written a custom platform behaviour I would appreciate any feedback!

    cheers...

  • I would really like to check out your demo, but I am getting a 404 error in Chrome. Is it still on there?

  • That makes sense. Is there a better way of doing this? In general, I am finding triggered/timed animation the trickiest thing to do in Construct.

  • Ok, thanks for the quick reply ramones! I figured it was something like this and am just trying to work out some of Construct's quirks.

  • Btw, I should add that I know how to get around this issue by using a global variable:

    dl.dropbox.com/u/94794009/Contruct_examples/loopindex_issue_resolve.capx

    I really just wanted to know why the first example doesn't work?

  • I am having a strange problem using the loopindex variable in conjunction with the wait command. I get an error every time I use it, but am unsure if it is a bug or limitation?

    In the example capx file, when you hit spacebar you start to see red squares created randomly...no problem here, and it is using the loopindex variable combined with the wait command for the time stagger.

    Now when you hit shift it should create blue squares in a row using the loopindex to control the x placement, and also to stagger then creation via the wait command. I get a javascript error each time in Chrome.

    Interestingly , if I disable the wait command in this function it runs, but of course without a time stagger.

    Not sure what is going wrong here? Any help would be much appreciated <img src="smileys/smiley1.gif" border="0" align="middle" />

    dl.dropbox.com/u/94794009/Contruct_examples/loopindex_issue.capx

  • I do it in a similar manner to what BluePhaze suggested, except that I use individual frames rather than a strip. Set the animation to be 0 fps and upon object creation a random frame is selected via: round(random(0,x)) where x is the number of frames/objects -1.

    Here is a basic example I whipped up:

    dl.dropbox.com/u/94794009/Contruct_examples/random_object_creation.capx

    Another nifty command that can be used in a similar context is the choose command. Upon triggering one event you could randomly choose between the first three objects : choose(0,1,2) and upon another triggered event choose between the last 3: choose(3,4,5)

  • I hear you on this, and have brought this issue up before.

    My least favourite part of Construct2 is the project management aspect of it. I would ideally like to save iterations of a project with a "save as" command within the project folder structure, so all project files relate to the same project assets.

    Also, the current method of swapping out and appending animated sprites is a nightmare! To import an animate sprite, I have to import the first frame into the sprite editor, and then right click the animation window to import all, except the first frame. Why can't I just import all animate frames at once?

    If I need to replace the animation, it is possible to replace them in the folder and then update but I have found it to be flaky as you have mentioned. Also, since Construct has changed the naming convention, so it is now 000.png 0001.png etc it means I need to re-render out my new sequence to this , instead of something meaningful like alienwalk000.png.

    It is also impossible to multiselect more than one frame of animation to delete before replacing them. We really need an replace all frames function in the sprite editor.

    My current workaround is to rename the animation I want to replace (for instance "walk" becomes "walk_old")Then create a new sprite animation called with the old name("walk") and then import the new frames. Then delete the original sequence("walk_old"). I have found that this works better than replacing frames in the folder structure, but it is clunky!

    Hope to see some love put into this in the future by Scirra   <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Ashley, thanks for your reply. I am not a fan of automatic backups, as I like to iterate my project as I progress. In case I need to go back to version number xxx for whatever reason.

    As far as I understand, the capx format is just a zip file of the project file plus all assets. If my working project file has , say 25mb of assets, it means the project files become much larger than they need to be. Ideally I would have the project folder structure setup, just as the caproj does automatically, but also being able to iterate just the project file alone within the project folder setup. Each project file would be small and just referencing the media folders.

    From what I can gather this is not possible? A middle ground between capx and caproj would be a good option.

  • Thanks for the reply lonehangman. So there is no real advantage to using the caproj format if I can't have multiple iterations of a project all referencing the same media folders. That seems pretty crazy on a large project if you literally have to replicate all your media(animations/audio) for each iteration of a project. I may as well just use the capx format.

    I can only hope that the developers have a rethink about this workflow, as it is the only thing that I dislike about the app!

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  • I am new to Construct 2 and loving it so far. Purchased a license within an hour of toying with the free version <img src="smileys/smiley32.gif" border="0" align="middle" />

    There is just one thing that I can't wrap my head around, and that is how to save iterations of a project. I understand the difference between capx and caproj, but how do I do versioning of a caproj file within the proj folder?

    In most apps, I can create the folder structure and then as I work on it, save out version "mygame v1", then "mygame v2" , etc as I work on it. With Construct 2, there is no "save as" command, just "save as Project" and "save as single file".

    If I have already have setup a project using the "save as Project" option, it has already created the project folders with relevant sprite animations, sounds etc. I then want all my subsequent versions of the project file within that same master folder. I don't want to create a whole new project folder for each iteration.

    This doesn't seem possible with the current options or am missing something obvious here?

    cheers...

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zendorf

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