wizaerd's Recent Forum Activity

  • I have come to the sad conclusion that Construct2 is well suited for games but not for more serious applications. To my regret I have wasted my money on this program and are still seeking a real program for development in the educational environment wherein I specialize. So much for good marketing! Back to C#.

    <img src="smileys/smiley19.gif" border="0" align="middle" />

    I'm sorry, but where exactly did it say in any of the Construct 2 HTML5 Game Making creation tool's marketing did it say it was an "app builder"? It doesn't. It's quite explicit. It's an HTML5 Game Creation Engine.

  • How would/could someone make use of the jQuery Mobile UI in their C2 "app"? I think that'd be very beneficial...

  • I really like the idea of objects having their own event sheets, or someplace where I can define object specific functionality that would be bound to a specific object. Regardless of what layout I use that object on, the event "code" always goes along with it. Being a professional developer, who works in OOPs all day, every day the concept of binding object specific functionality to that specific object appeals to me.

    I also like the concept that each instance of an object would have it's own codebase as well so if I wished to tweak just one instance, I would be able to without any impact on the other instances.

    Many people attemtp to simulate this by defining an external event sheet with the object specific code, then just including it in the main level's event sheet, which is close but still not quite the same as binding them to the objects themselves.

  • If I remember correctly, the 9 Patch is one of the worst performing plugins you could use, and isn't really necessary for a life bar. You could just use a Sprite object filled with a color. For example, I have a red Sprite object drawn out to the width I want it to be, then a Green Sprite that lies on top of it, and it's width is determined by the player character's health (instance variable). Every tick, evaluate the player character health instance variable, and adjust the width of the green Sprite appropriately. It'd be better performance wise than the 9 Patch...

    I believe there's a tutorial here for this very thing.

  • Layers or Z-Order

  • I'm a bit confused as to what you mean? If you're creating the turrets, you control how many, when, and where... I'm not sure what you mean by setting limits...

  • It does if you tell it to. When you detect the change in direction, set Mirrored or Not Mirrored on your sprite.

  • I've noticed this happens if you rescale the sprite...

  • The plugin you're using is Time Manager, which prevents me from opening it as well. Perhaps take a screenshot of the section of the event sheet you're dealing with?

  • All The other game dev programs stink

    Actually, no they don't. They are all very capable if you learn how to use them. They may be more complicated, or challenging to use them, but they are all capable of creating top notch proffessional games, and because of their complexity and comprehensiveness most are capable of things C2 can't even dream of. C2 is easy to use, but less comprehensive than some of the others. That doesn't mean they stink, just that you don't have the patience nor the inclination to use them and like C2 better. But just because you like it better doesn't necessarily make it a better system.

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  • Look at it like this, you have created a tile strip with 44 tiles in it. You import it, then trim it, then have to manualy go into each tile to set the collision polygon to match only the visible pixels of the sprite not the trimmed transparent pixels added on all side.

    Then in your graphic tool of choice, you create different color variations of that same tile strip. You import the various colored versions of the tile strip. You then have to go through each one manually adjust the collision polygons on each frame (44 frames for each tile set) multiply that by about 10 sets of tiles and you can see that it gets pretty tedious...

    So being able to either A. Have it stick the collision rectangle to the visible pixels as an option, or B. be able to copy the collision polygons from one animation to another (especially if they have a 1 to 1 match up of collision polygons between the frames. For example if visible pixels in frame 1 of SPrite A match the shape of the visible pixels of frame 1 of Sprite B's animation then copy the collision polygon between them.

    Thanks...

    Unless I'm completely not understanding what you're writing here, you can already do this. Import all your sprites, as many animations as you want, then go into any frame on any animation and modify the collision. Then right click and apply to all animations. This will copy the collision shape to all frames of all animations.

  • With the collision displayed in the sprite editor, you can right click and apply it across the whole animation or all animations.

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wizaerd

Member since 25 Jul, 2013

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