Tylermon's Recent Forum Activity

  • I am currently making a clicker game of sorts.

    As for adding coins in the background or while the app is closed, I suggest saving the date/ time periodically and adding coins based on that change.

    you can add in app purchases but I can't say if it is easy or not.

    I only briefly used stencyl and did not like it. I'm sure both work just fine.

  • locohost

    For the most part, I feel pickByUID can be completely avoided by other events instead of using a function. I struggle to think of a case where pickByUID is necessary. Most animations can be determined by collisions, keypresses, or data values(health,stamina, etc). And a similar reasoning goes with many other concepts. Most, if not all pickByUID cases can be avoided altogether.

    My thoughts on object id's

    I would imagine they are sorted at O(n log n) merge sorted, heap sorted, or something similar. in which case finding and picking the correct uID would be rather quick. Although a bubble sort or insert honestly wouldn't be bad either O(n^2).

    If objects are not sorted though and construct is using something linear, I can see how we might come across an issue. An easy way to test this would be creating a project with a very large amount of objects then time how long it takes to get the first object and last object.

    Do this about 3 times with different object counts, and we should be able to tell if it is linear or not.

    Unless Ashley wants to tell us if object id's are sorted/picked faster than that

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  • Ultimately im a little confused what the issue is.

    I haven't run into too many cases where I need to pass in the reference of the object to a function. Not to say the scenario doesn't exist but I think it is avoidable.

    An example would be nice of when you need something done in a function and would have to pass the objectId.

    The way I see it, many things object specific can be handled with families and events such as on collision, or on key pressed or on data comparisons etc. No functions needed.

    Typically when I need to use a function it is dealing with data rather than objects. Either working with arrays and dictionaries or other things. Increasing experience, changing health. Changing how much money a player has, setting the game scale/size etc. For this functions work perfectly.

  • The function object can already do this.

    For instance you could say:

    Player-on collision with enemy.

    Call function takeDamage(enemy.strength)

    On function takeDamage(param1)

    PlayerHealth -= param1

    PlayerAnimation=hurt

    Also, iirc a function should remember the objects picked when it was called. I don't think you necessarily need to pass in uid's as long as you have correctly picked the object(s) you need.

  • No, HTML anything is flawed because it relies on browsers - for the most part Chrome.

    Chrome is flawed because Google doesn't care about anybody else - the least of all C2.

    So stop developing C2 - it is flawed because it is HTML5.

    Start work on C3, and go back to targeting the OS, Win\Mac\Linux.

    I think this might be the wrong engine for you if that is how you feel.

  • >

    > There is no easy way to replace one object with a new object and have all the events properly change over.

    > There is also no way to create the events without the art asset(placeholder or not).

    >

    I have not tried using Spriter yet so I cannot speak to how that effects things.

    I do have thousands of events and do use the "replace object" option from time to time... mostly I do not need to because most of my events are in functions that refer to a Family and Family instance variables / behaviors instead of a specific Sprite or whatever even if the Family has only one Sprite in it... that allows me to separate the logic from the individual object types.

    I may have to put more things into families perhaps. A few things I don't typically bother with due to only having a single object that would go in the family, but I may need to form a new habit as a workaround to issues down the road.

    Replacing spriter objects won't work sadly. It may in some cases but I doubt it, there are a large number of files imported and associated with a spriter object (a number of images, the object itself, and two spriter files)

    In general however, if I have a number of events and wish to change them all to instead of applying to object/family A and change them all to object/ family B, I don't believe there is an easy way to do this.

    I also don't believe there is an easy/viable way of using events from one project in another.

    It would be interesting to be able to import and export event sheets. Possibly generating blank assets to associate with them.

  • >

    >

    > The thing I HATE about construct, is I can't create my set of controls/behaviors/game logic without art. I'm the type that likes to get the logic done and working and connect the art to it later.

    >

    What does this mean?

    I built my game with placeholder art (static single images instead of full animations) until recently when I bought / made all the art and replaced the placeholders with the final art.

    Do you mean something different from that?

    Placeholder images are still less than ideal. I work with spriter files for almost all my animations. Changing these files to final animations can be tricky. I have to copy all the events, delete the spriter file and events, import the new animation with the same name as the deleted, paste the old events and hope everything carries over properly and no events were accidentally missed.

    I have seen projects on these forums with thousands of events. Having to copy and go through many lines and pages of events would become a huge chore just to copy and change a single file. Even a small change to an animation can become a big job in itself.

    This is a limitation I don't have with any other engine.

    There is no easy way to replace one object with a new object and have all the events properly change over.

    There is also no way to create the events without the art asset(placeholder or not).

  • HI! im glad to see that you guys have a lot to say n.n

    fisrt of all, I LOVE C2 im not putting my faults on c2 , in fact im very good at fixing bugs and problem solving, but sometimes i see things made by programmers, and it puts everything i have done into shame, for example how would you make the AI of Age of Empires 2 on C2? game like Transistor wich has some extremely complicated mechanics? its a pain in the butt make an isometric game in C2, let alone all the mechanics of Transistor.

    The biggest thorn in my foot, its complicated math, i dont know how you guys would use sin() , cubic(a, b, c, d, x), qarp(a, b, c, x) etc

    i still have problem with lerp and clamp

    im doing my best, but im afraid that when my game come out, people will make fun of me for making the game on Cosntruct 2.

    many people see engines like Contruct2 and Game Maker as baby toys, i dont like it :/

    if i could find a programmer to take my place, i would do it, i think im putting in danger all the work of my boyfriend, the pression sometimes crushes me

    When your game is completed, there is no way anyone will know what you used to create the game. A game made in Construct can look and play exactly the same as a game from game maker, rpg-maker, unity, or even custom made engines. The issue comes from people advertising what engine they used which then starts stereotyping games. These engines get bad reputations because sadly, it is very easy to make a bad game. I always advise keeping the engine you used confidential. No need to tell the people you sell your product to how it was made. All they need to know about and see is the final result.

    The thing I HATE about construct, is I can't create my set of controls/behaviors/game logic without art. I'm the type that likes to get the logic done and working and connect the art to it later. Construct does not allow this. What is worse, is it is very difficult if not impossible to reuse events/"code" between projects.

    In unity/game maker for example I can script/code entire game elements and easily swap and use those with any game and any set of art materials.

  • If you use parralels you can use construct just fine.

    http://www.parallels.com/products/desktop/

    There are other alternatives, but this has always been what I have used for work. Haven't had any issues.

    Works better on newer/higher end macs though. If your Mac has less than 8gb of ram it may not be worth getting.

  • I think this was asked for before. Around the time the room region thing was implemented.

    I thought the answer was basically no. Value wasn't seen in it. Which is absurd. Open world and single layout games would greatly benifit among other things. But I believe the answer was along the lines of use multiple layouts.

    I believe the main concern was such a feature would likely be misused. And many people would complain about objects popping in as they load etc.

    Anyways, I would love to see this implemented.

  • Answer:

    https://www.scirra.com/tutorials/491/ho ... -in-events

    If you want it to be easier than that, please vote for this function to be implemented other whise you can play around like in the tutorial for the rest of your life <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    how-do-i-stop-events-automaticly-deleting_t121389

    Thanks. Exactly what I was looking for.

    Rather annoying though. Hopefully one day there will be a better way of doing this.

  • I don't feel families would solve the fundamental issue.

    For instance if I was using family 1 but need to use family 2 instead.

    I'm wanting to know if there is a way to swap assets. Even for something simple, lets say I clone/copy a sprite and I want the copy to take the place of the original. Is this type of thing possible? Or do chunks of code/events have to be entirely re-written.

    I am currently doing a project where my art, animations and sounds are not final. Importing new art that may need to replace old art would then be a problem. Some things serve a specific purpose and if there is only a single object...a family seems redundant, a potential work-around maybe, but I think it still shows a flaw or issue in workflow if the assets then evolve to no longer fit in the family, the issue comes back to how can I swap assets/events for other objects.

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Tylermon

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