codah's Recent Forum Activity

  • Unfortunately there's no 'object instance' view. You can see them all in the Z order window, but you can only double click something to make it flash in the layout view. I would also like a view where you could select individual instances rather than go through the process (with multiple layers) of locking/unlocking layers then trying to select your object. Drives me crazy.

  • > Ed has made a tutorial here

    >

    Thanks for the quick response I'm going to check it out. I was trying to avoid using CocoonJS to puts ads on my apps, and instead use Intel XDK, I thought it would be easier. Whats the difference between the two. (CocoonJs and Intel XDK)

    Search 'monetize'. Also why not use the new built-in Ads plugin?

  • The standard load/save has its limitations as others will tell you, but it might be right for you.

    Here's a proof of concept that could be incorporated into your game with some more fleshing out. It shows loading and saving from a separate layout. The actual loading/saving doesn't take place until back on the main layout. Run it with F4 so the main layout starts.

  • codah - Thats a good way I think. I figured (as an artist) you would use whatever image you wanted to represent the family and so why would you get confused - Especially if you follow good naming conventions (i.e family name is plural or generalistic in scope "CharacterColiders", "Enemies", ect and specific objects are "MarioCollider", and "enemyGoomba" - if that makes sense.

    I am an artist and a programer. For me that I means I like things to be crisply organized but in a very visual way or nodal way. I stick to self imposed rules and guidelines for how I organize my work so there is very little chance of confusing myself if I have power over that organizational workflow. Other people would be lost for sure (I think alphabetizing is stupid for example), but allowing users to create the look that makes sense to them... well, that makes sense to me.

    I never cared about this though until I started a really big project... That is when all the little things can become big things - little problem to big problem

    I understand everyone's needs are different I also have conventions and systems. Consistency is everything IMO. I've started naming my families with 'fam' prefix, for instance (camel case, e.g. famWhatever). Also the visuals are not so important to me coming from a traditional programming background.

  • I already wrote above, that I consider Construct 2 an integrated environment and also one that could be used by kids to learn programming (via game creation). Having to learn yet another program to paint and to switch between the two apps via the OS facilities (e.g. ALT+TAB) is extra burden. That's why I suggested at least having a button to open the file in an external tool you define (like Paint.net or Gimp [or Photoshop etc.] for example) and to use shell notifications to monitor the file for changes.

    Just a 'run external tool' option would fix that, would be very simple (like many requests are). Then assign a toolbar button and bingo.

  • Like codah said, I think I would start forgetting which icons were families and which were just other objects. For me at least, I think that would just make it more confusing..

    I guess just tacking on that little '4 red squares' sub-icon to your chosen image would do it.

    TBH I probably wouldn't bother with creating special icons, but how about if the editor used the first object listed in the Family as the family icon itself (with C2 overlaying some standard graphic on top)?

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  • Add it to the list of nice-to-haves I guess For me this would be pretty low priority but YMMV. I think you would still need a 'standardised' way to visually differentiate between normal objects and families.

    Edit: would be good if we could have 'editor' add-ons. Is this possible? I can think of a few I would create straight away!

  • > skorks.com/2010/03/the-difference-between-a-developer-a-programmer-and-a-computer-scientist

    >

    I read it but who is better? A computer scientist , a developer or a programmer?? To me I think a programmer is at the top

    Read this http://m.itworld.com/career/399111/why-i-dont-suggest-javascript-first-programming-language?mm_ref=https%3A%2F%2Fwww.google.com.lb%2F

    It's an opinion piece. Take it with a grain of salt, then get back to making games and don't worry what anyone is 'called'

  • I'm struggling with loading and saving at the moment too. Haven't quite got it 100%. In fact I removed the Don't save behaviour because I thought it was causing issues but it should work.

  • Just format it as JSON and load without an external plugin.

  • No, use sub events and structure your logic a little better factor out common stuff into its own block. E.g down arrow is down, and Platform is on floor, are common to all blocks. A sub event acts like an And but let's you be more flexible.

    In one of my recent posts I optimised someone's logic that is similar to yours.

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codah

Member since 30 May, 2014

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