Colludium's Recent Forum Activity

  • Without a capx example this is like saying "I made a game a few years ago and it appears buggy somewhere - please fix". You might as well email your garage with the following info: "My car has a problem that I can see, please fix and stop ignoring it". Neither is a good way for progress...

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  • No probs. The great thing about the dictionary object is you can save everything as JSON for game saves etc, as well as parsing through a sequence of variables as you describe. Using containers, you can give a dictionary object to each object/actor in your game....

  • Mesh deformation..... Sigh.

  • Keeping track of this and keeping my fingers crossed....

    It's also good and sad news. ...The sad part is that it should be Scirra's job to make an official plugin to support the most popular game market on PC that will probably bring more developers and also satisfies existing ones.

    I totally agree. MadSpy and I discussed this at length before he started work on the plugin he's now selling - after it became apparent that this scirra plugin was only ever going to be a port of the Greenworks plugin from github. We thought that being dependent on a free 3rd party project/plugin would not offer the security that steam devs would want (in the year to Oct 15 we had already seen some shocking nw.js changes) and the addition of more feature would depend on this also...

  • Use a dictionary object to contain all of your variables, instead.

    Irbis, the scirra team appear to have no interest in developing a unique steam plugin because - this Greenworks based plugin will always be tied to the progress of the source files (based on github). MadSpy has been working on his plugin (in your link) since Oct 15; I was fortunate enough to be in a position to test some of his work back then on my game, and it was great to see what he could do and what he has done since. I know that there are more good things to come in the near future, so I personally think that his asking price is very reasonable considering the support guarantee he is offering. Providing any game you create is better than the 'average' game to be found on the scirra arcade then you'll make the cost back many times over.

  • Thank you Ashley - very much appreciated!

  • Shame - I'll have to limit my use to a light radius of zero. Thanks for checking.

  • Visible: "Able to be seen"

    Visibility: "The state of being able to see or be seen"

    Source: Oxford English Dictionary.

    Thus the editor is technically correct as it is and it would also be correct if it was changed to how your first suggestion is worded. Not a bug, just lexical semantics .

    It would be nice to see in C3 a more complex sine behavior, something like this: https://www.autodeskresearch.com/projects/skuid

    Would help a lot for creating animations <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    I think some sort of animation and mesh deformation functionality was dismissed because we have a Spriter plugin... An ability to do something like this within the engine would be invaluable.

  • Problem Description

    Tilemaps with shadowcaster behavior cast incorrect shadows with artifacts.

    Attach a Capx

    capx

    Description of Capx

    Simple tilemap with solid and shadowcaster behaviours. The shadowlight object and glow/mask object are both moved to a player sprite that can be moved using the platform behaviour. The shadowlight height is set to zero and should cast long shadows.

    Steps to Reproduce Bug

    • Run Layout and move player around the platforms.
    • Observe the limit to the cast shadow.

    Observed Result

    Example showing the end of a cast shadow, as if the height of the light source was not zero:

    Expected Result

    Tilemaps do not cast shadows with artifacts.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    W10 x64.

    Construct 2 Version ID

    r229 64 bit.

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Colludium

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