Sethmaster's Recent Forum Activity

  • > "chipmunk physics" behavior?

    >

    It's a fancy name for a more advanced physics behavior inside C2. (HERE)

    HERE is an old topic of mine about that, it includes a basic unfinished but working example of my method.

    So, I'd like to ask again if you guys would consider adding a feature like that or should I keep on going with my currently old Spriter importing + ragdolling methods?

    It just feels like we've talked more about a workaround than my actual request, which isn't wrong of course.

    Why do you just divide the objects that you want the physics on into separate parts and scmls to be inserted into C2 and combined them back with behaviors, instead in a singular scml?

    That way, your old methods still work without too much effort.

  • Then no.

  • > I can't figure out any purpose of trying to figure that out but you can simply create an object numerical variable and set the value there since you, as the dev, should already know the number.

    >

    I'm doing that right now but it's not a very good solution because if I add or remove anims I have to remember to update that number. In my case i'm using each different animation for npcs and I need to fill an array with each animation to generate them without repeats, but repeatedly. The choose() function is kinda terrible at being random.

    Why don't you just use one array and filled it with the names of animations shared by your NPCs and just randomly picked one of them to be used?

    The width of the animation array is your animations count.

    It is as simple as int(random(1)*AnimationsArray.Width) which will serve to check which array x-index and animation to pull out.

    If you don't want repeat, just remove each index that have been chosen after all other computation is done.

  • I can't figure out any purpose of trying to figure that out but you can simply create an object numerical variable and set the value there since you, as the dev, should already know the number.

  • It's basically an up-spec Android tablet with physical gamepads.

    ARM-based Tegra SOC, think NVIDIA Shield.

    I for one hope that you are right.

  • It depends on your competency and your knowledge in basic programming concepts. Failing that, then it depends on how well you read manuals and books.

    Very fast and 60 fps if you know to use dictionaries and arrays very well.

    Slow if you rely on getting data from sprite objects every tick for data simulations.

  • Grid snapping is already an existing functionality within C2 editor.

  • If you plan to do a minimap, it's better you use a new version of tiles suited to that than trying to minimize your normal tiles.

    Look at the current popular games that have minimaps and you will realize that's what they do.

    Otherwise, it's more faster to simply resize it on your own in your favorite image editor where you can adjust for taste rather than depend on the in-game algorithm where the automated results will not be to your liking.

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  • I use browser object log functionality.

    It gets me the values in the loop through the console without much hassle.

    F12 open up the console easily and instantly. This functionality can be removed instantly for export by inserting a blank event for the specific keyboard keypress.

    If you want to put more effort to it, there's nothing stopping you for creating a dictionary for only debugging and adding its value in your problematic areas and loop.

    Then simply allow a large size text/spritefont object inside the game to keep appending any results from the dictionary values you get inside the game.

  • There is no effect on speed if you do 1.

    You can simply do the performance check yourself by calling a function 1 thousand times using coding via 1 and 2.

  • In a perfect world, you would strive and achieve both.

    Realistically speaking, aim for legibility with helpful comments at every point, specially since you are making it for others.

  • Hello,

    while discussing with my teamates, i just realized that construct animaiton can be improved by adding an onion skin in the editor wich will allow animators and graphist to works directly the animations inside construct 2 .. or 3

    regards.

    Spriter is the software you seek. I wholeheartedly recommend it.

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Sethmaster

Member since 16 Aug, 2013

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