Thndr's Recent Forum Activity

  • Well even though Nintendo isn't a technophile company, they've been to support things surprisingly. I know how console browsers have lagged behind majorly, but I do think there's hope that they'll have WebGL support within a year if not at the get-go with Web Framework. (Especially if devs request it)

  • Sounds like something that shouldn't be too hard to implement that would help out in terms of usability. I'm all for it :D

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/73774002/bug_Colbox_decimal.capx

    Observed result:

    The two smaller boxes have the same collision box size, the larger box is the original size for the left small box.

    Colbox vertices can be adjusted to a non-integer position either with mouse or resize, but not through keyboard input

    <img src="http://i.imgur.com/XhTLrch.png" border="0" />

    <img src="http://i.imgur.com/WnnzC7Z.png" border="0" />

    Expected result:

    Consistent availability of fine input (I would assume 2 decimals of accuracy should be enough)

    Operating system & service pack: Win7 x64

    Construct 2 version: r138

    ----

    Edit: Might also be useful to use a modifier key like CTRL or ALT while moving the vertice with the mouse to have it move to only to integer placements as well.

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/73774002/bug_8dir_speed.capx

    Steps to reproduce:

    1. Start preview, use W to add speed, Q to rotate.

    Observed result:

    8Dir moves +x no matter angle set in object

    Expected result:

    Speed adjusts the speed of motion along set angle (either as a new 8dir action, or use the object angle itself)

    Operating system & service pack: Win7 x64

    Construct 2 version: r138

    ---

    I would also like to suggest the ability to modify VectorX and VectorY through actions as well. You can do it in CustMove and Platform, so I do not see why not for 8Dir

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/73774002/bug_9patch_webgl.capx

    Steps to reproduce:

    1. Make sure WebGL is enabled, preview

    2. See blurry corners

    3. Disable WebGL, preview

    4. See proper point samping

    Observed result:

    Corners of 9patch objects do not scale with point sampling with WebGL

    Expected result:

    Proper point sampling.

    Browsers affected:

    Chrome: yes

    Operating system & service pack: Win7 x64

    Construct 2 version: r138

  • File a bug report if you're having problems with what should work normally. Just make a CAPX showing it works normally (text object) and that when loading from AJAX, strings display properly except those characters.

  • No one else has had a problem with a tile/grid based game where they had to make their collision box smaller?

    I know for low resolution games you don't want to have pixels overlap, but also need for a 16x16 block to fit into a 16x16 hole, requiring that you make the block "almost 16x16". Only reliable way to do this is resizing up, placing the colbox vertices, and resizing down. The mouse is unreliable for placement, but it can place between pixels no problem. Keyboard should be able to do that

  • To pick a random instance there, you would

    PickHighest/Lowest.

    Save the number of that instance as a variable

    then in another event pick the object based on variable and then pick a random out of all those objects that have the same variable you checked the High/Low on.

    Just adds like 2 events, and I think the Pick Highest/Lowest is better being designed to pick a singular object VS multiple objects.

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  • I can't believe I forgot the Guild Wars 2 game Rytlock's Critter Rampage

    Arima

    That's a good idea with node-webkit preview. Since itself is the browser you call on all the features for it should work.

  • You can draw the path of the pathfinding behavior by placing sprites at each node and aiming them to the next node.That is a good work around, but pathfinding is for more complicated interaction of pathing. While it is good for some things, sometimes having more manual graphical control over modular control is more efficient.

    Sort of like WebFont VS SpriteFont for functionality.

  • > Nodewebkit's performance is as good as Cc native exporter's performance

    Sounds good! I guess I'll go with C2 then.

    A bit off-topic, but are there any official (non-browsergame) releases of games made with CC or C2? I don't seem to find any. All big projects I found so far were all abandoned for some reason.I think Iconoclasts is still using CC ( Konjak.org ), unsure though.

    For C2, while there isn't much released, a few people are still in dev of their larger games. Arima with Loot Pursuit, and C7 with Courier.

    For HTML5 with Node-Webkit in general: Game Dev Tycoon

    While GDT doesn't use C2, it still uses the same foundation (Html5 gaming)

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Thndr

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