hmott's Recent Forum Activity

  • Thanks for the replies! I'll try out your suggestions today.

  • Hi all, using the Sine behavior is really handy for making objects opaque, move or rotate smoothly. Two features I think are missing are setting the reference line, and setting/resetting the moment in the cycle.

    Right now, the reference line is in the middle - and this causes a problem. In my game menu, I show all my levels that will be available, but only one is available now. What I want to happen is when someone clicks on a level not available, I want to show them that it's under construction. I want to use the Sine behavior to move the level icon/image down that reveals a "under construction" image. But using the Sine behavior as is causes the image to also move up above its normal position. The Sine behavior has to complete the cycle before being able to move down again.

    Can the Sine behavior be enhanced to include the ability to set the reference line (top/middle/bottom, or 1/0.5/0), and/or being able to set/reset the cycle (start/middle/end, or 0/0.5/1)? See embedded image:

    [attachment=0:a6w13lj2][/attachment:a6w13lj2]

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  • Can there be a feature that "heats up" the colour of the code that runs during debug mode? When the code is executed, it turns red in the code, then slowly "cools down" until the colour disappears. For the lines of code that are being continuously executed, they stay "hot".

    This will make the lines of code that execute "glow" continuously, while lines of code that are executed once in a while light up briefly before the glow disappears.

    It could be done graphically in the game, but would be nice to see executed code "pop" while the game is running. This would allow me to interact with the game and watch the code at the same time, instead of using an intricate combination of breakpoints.

  • I think what is needed most for debugging is not a crash report. There are so many ways my games go wrong without crashing.

    It would be nice to be able to highlight the line of code that construct is about to execute, like in visual basic. With the stroke on the keyboard, the program goes on to execute the next line of code.

    That way, we can see exactly what line is being executed at what time, and what state the variables are in. Once my games get to 100+ lines, this feature would be very helpful.

    It would also be useful as a tool to teach newcomers about programming logic - how simply swapping the position of two lines can mean the difference between working and busting the game.

    All in all, love using Construct 2.

    thanks Scirra!

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hmott

Member since 13 Nov, 2012

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