JoyfulDreamer's Recent Forum Activity

  • Link to .capx file (required!):

    https://dl.dropboxusercontent.com/u/17275929/Temp/FX%20Test.capx

    Steps to reproduce:

    No idea (see file).

    Observed result:

    The tint effect hides the objects it's applied to. Remove the tint effect from the window object to see them reappear.

    Expected result:

    Doesn't hide the object.

    Browsers affected:

    Runs fine in browsers - doesn't show in IDE.

    Operating system & service pack:

    Windows 7 SP1 x64

    Construct 2 version:

    r128.2

  • And perhaps a "Vote to delete" option for the community? LOL ... Ok, maybe not. ;)

  • Yes, as jbadams reiterated, new beginners will have a hard time knowing what's going on (as I did), so this only helps prevent them from posting about non-issues in the forum. ;)

    In practice, since C2 is a point-and-click style development IDE, the whole point is point and click, correct? ;) So, while I'm pointing and clicking, I tend to rather click the button instead of bending over to my laptop keyboard to find the small F4 key - so sometimes it's actually faster than trying to press F4. ;)

  • Before I found the shortcut keys, this was really getting on my nerves, so I just thought I'd mention it here. I'm aware the run button runs the last active layout, but I routinely just wanted the whole project to run (which I know F4 does, but at the time I didn't). At first when I kept getting a blank black screen and I was confused as to what was going on. I later realize the run was for layouts. I kept having to re-select the first layout (after editing others) in order to run the project, and having to scroll the project list to find the layout and open it in order to run it was too much. At the time I was right-clicking the project root node to run the project, but I have to scroll up the projects panel to the top to do it. I was losing my hair. ;) I had figured that since the help tips never mentioned a shortcut that there wasn't one, but later on I found it.

    C2 really needs something like what Visual Studio has for web design: You select an active project (bolds the name), then you select a "startup" page. It doesn't matter what you are editing - when you select "run", it runs the active project, and launches the startup page (or "layout" in C2's case).

    C2 needs two buttons for new comers: Run Layout (as is), and Run Project. At the very least, put the shortcut references in the help tips! ;)

  • Uploaded mine some time ago, but figured I should post it here also. ;)

    Planet Invaders

  • Oh. I searched the forum and didn't see that. Thanks.

  • When I export my games to HTML5, the c2runtime.js is NOT minified (in fact, it's a blank export with a one line comment at the top). I have both 32 and 64 bit Java installed with the paths setup as well. C2 is not picking it up still I think. Any ideas?

  • I would take it a step further and put an instance variable on the teleport - for cases where more than one is desired. For that matter, I would even put an instance variable on the player called "teleporting" and set it to 1 when teleported. When a teleport detects collision with a player that is flagged as "in teleport", it sets its own instance variable to 1, resets the player's, then waits for the player to move off to reset itself (as mentioned above).

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  • I'm sure that would be tricky. The path finder works on its own grid system, and only updates the system with locations of solid objects once. You would have to keep calling the update action to update the grid, which is time consuming.

    If that wasn't an issue (for example, the layout is small), then (assuming a "player" object of some type is involved) one way might be to create a very thin and LONG rectangle positioned behind the player, longer than the height or width of the layout, mark it solid, call the "regenerate obstacle map" action, then "find path". I assume it would only look ahead of the player.

    Another option might be to create a bunch of semi-transparent blocks filling the empty space, the set all blocks in the "wrong" direction to either solid, or with a path cost, then update the obstacle grid, then find path.

    Or option 3: Write your own if possible. ;)

  • Custom movement deals with movement. This means that if you use the sprite's normal angle movement actions, it doesn't affect the MOVEMENT angle, just the angle the object is facing. This is akin to a player being able to move and turn to shoot while moving in the same direction. The rotate actions on the custom movement behavior affect the MOVEMENT of the object, and NOT *direction* (where it's facing).

    It would seem that simply using the "set angle of motion" action to set the sprite's movement angle to the sprite's visual angle (where it's facing) will produce what you need.

  • > In each event sheet for each layout, I just have to include 2-3 main event sheets, which in turn include all the rest. ;)

    JoyfulDreamer You could even include all your "levels" layout event sheets into one "global" event sheet and then you would not have to include anything for each layout/"level" ;)

    As long as all layouts are the same thing. In my case, not all layouts function the same. ;) The common event parts have a global event sheet for a specific subject which can be "inherited" into layouts as I need them. I think, other than families, this is one of the best things C2 has done thus far towards modular development. :) You can almost think of sheets like plugins as well, for example, to have a few sheets for different enemy behaviors, then include whatever sheet you need for a layout (for example, better AI logic for higher levels), or include all sheets, each one wrapped in a group so you can enable/disable as needed.

  • Personally I've found a way that works well for me (I think it's very similar to others mentioned here). I have a folder called "Common" where I put the event sheets shared across multiple Layouts, and another folder for each layout where I put layout specific stuff. In the "Common" folder, I put event sheets such as "HUD", "HUD - Minimap", "Weapon - Hits", "Weapon - Selection", and so on. I name it this way so that related event sheets stick together when sorted alphabetically. The name also reflects the inheritance: The "HUD" event sheet includes all the "HUD - ????" sheets, "Weapons" contains all the "Weapon - ???" sheets, and so on. In each event sheet for each layout, I just have to include 2-3 main event sheets, which in turn include all the rest. ;) I find breaking down the sheets this way keeps them all very small and manageable. In addition, it helps to easily and quickly find the sheets I need.

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JoyfulDreamer

Member since 21 Nov, 2012

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