Thndr's Recent Forum Activity

  • Overlap at offset checks if the object A_PLAYER is overlapping [SELECTED OBJECT] at an offset from it's current position

    So if you have A PLAYER check if it's overlapping HORIZONTAL at an offset of x5 y0, it would check if A_Player.X+5 would make A_Player overlap HORIZONTAL.

  • Pixel rounding doesn't actually round your position, it's for rendering.

    If you enable pixel rounding and track the X/Y of an object, it'll always return the same decimal numbers if you had it off.

  • After discussion with Puppygames on IndieGames.com about demos, I think for the $5 price point he'll get more sales with a video and advertisements.

    Thankfully IndieGames has put up an article about Angvik.

    Angvik: being cute doesn't mean it isn't hard

    Congrats man. I don't have the spare money to buy the game at the moment :(.

    Also, did you mention C2 as the tool you used somewhere in the game? I know you don't have to, but Scirra always can use more potential traffic :P.

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  • I don't have any lines, but I get 30fps when I'm not lighting anything. Depending on the amount of objects moving in the light, less.

    Using Chromium 28 for my browser.

  • Construct 2 uses moster raster graphics so you'll be fine. It's in-engine editor is a raster editor (pixels) so you just need to place colors and go, no need for vectors.

    You can use vectors in Photoshop to create smooth lines with the pen mode and everything, but that's up to how to artistic method. I personally make PixelArt in some other programs for my original stuff.

  • With custom movement, you have to code it to consider something solid.

    To do that, you need to set the stepping mode to what you want:

    On PLAYER [STEP/HORIZONTAL STEP/VERTICAL STEP]<font size="1">Step is for Linear, Horiz/Vert Step is for the other 2</font>

    Is overlapping OBJECT OR FAMILY

    PLAYER Stop Stepping (Go Back a Step/Stay at current position)

    <img src="http://i.imgur.com/1ecVbb6.png" border="0" />

    I use custom movement because I have to have things pass over things other things consider solid, but still react with some of the solid objects as well.

    Because of that, I was messing with it and found a few bugs that have been fixed and makes things work great. I recommend you to play around with it to, as the other movement plugins use the same basic functions that this provides.

  • Well I know they're working on the forums and always updating the site. Hopefully we'll be able to link our steam account to our Scirra account sometime in the future.

  • While Source Control is good for large projects and multiple people working on one, I think the flexibility you would get with a Modular Object+EventSheet export/import function would be far more useful in creating behavior example/templates.

    I see it essentially being a mini-capx that is limited and can't be opened without the import command.

    <font size="1">edit: typos oh god</font>

  • For inline scripting and C2's event system, the event system provides less room for typo mistakes and is parsed to make sure you're referencing existing objects. The inline scripting system would have to incorporate that or else it'd be a nightmare.

    I say that it would have to obey certain organizational practices so C2 can scan it and convert it into the XML format we see in the editor. The advantage to that is that it can also translate the XML into code.

    This of course means you can't things that the C2 visual events editor doesn't allow you to do, but for people who type faster than mouse+keyboard interaction it provides an alternative. Plus if they want more advanced features, plugin modularity provides a very solid framework.

    Where as a proper module export will create a plugin like object that can be easily shared and used by many. Including if the share module is updated.

    A Modular Object+EventSheet export would be fantastic, makes it easier to adapt examples to existing projects.

  • Tested it, seems to work consistently. I can finally make it so my project doesn't have 2 custom movements on 1 object. Or code some weird psuedo collision detection like I already did.

    Thanks for the quick reply.

    If someone does have an issue and wants to have it stop on second half, it'd be pretty easy with a boolean or two.

    EDIT:

    Converted my project to not approximate solids in movement script, saved 4-5 events per direction and works flawlessly now. Thanks again Ash!

  • Wanted to followup from my last post on scirra.com/forum/r131-custom-movement-step-issues_topic68141_post419751.html

    Wasn't sure if it was intentional due to no response, but I replied in the closed bug forum so wanted to make sure if it was intended or not.

    Link to .capx file (required!):

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

    Steps to reproduce:

    1. Hold left, keep holding into the wall

    2. Push up or down

    3. Now stop that

    4. Go to middle of layout

    5. Hold down, keep holding into the wall

    6. Push left or right.

    7. Let go of the down key

    8. Push left or right.

    Observed result:

    Square slides on left wall when left is held down, square sticks on bottom wall when down arrow is held down.

    Expected result:

    Square slides equally on both walls.

    Operating system & service pack: Win7 x64 sp1

    Construct 2 version:r133

    ---

    Seems like when it stops the step, it stops the entire movement.

    If the first half of the step is not stopped, it'll still move that half step direction and stop the second half of the step.

    If the first half of the step is stopped, it stops all movement without checking the second half of the step. (which in the CAPX, is the bottom due to the step mode the square has)

  • Kind of a catch 22. There isn't much development, so there can't be much interest.

    How will people interested in something if they can't do much with it? Plus most people looking for the plugin will look in the plugins forum, as this thread about 10 pages long or so before you posted the photon cloud plugin.

    I say release the plugin with open source on the plugin forum with the OP saying you're not longer supporting it and that it provides a base for anyone else to modify it to work better.

    -----

    That said, the Bubble Server seems to be pretty ambitious and I'll track that for now :)

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Thndr

Member since 15 Oct, 2012

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