Aphrodite's Forum Posts

  • if you are using an event like:

    Every tick: set platform.X to mouse.X

    do instead:

    Every tick: set platform.X to clamp(mouse.X, lowestX, highestX), where lowestX is the lowest value of the X position of the platform you want, and highestX the highest

  • Hey guys!

    Are there a reason of why there's no spawn object event for 9-patches?

    I am sure there's logic reason for it.

    I am going to do a work around instead.

    <img src="smileys/smiley2.gif" border="0" align="middle" />

    which I have done now and it is working beautifully.

    I guess it is for the same reason that there is not spawning action for tiled backgrounds.

  • "1. What makes you use C2? Do you feel like you can have the same level of control of your game logic?"

    I use it because of ease of use, fool-proofing (syntax error is a bad thing that I always hated), learning curve easier than ther languages IMO, yet it offers enough liberty to be usable.

    "2. Have you ever written custom behaviors? "

    Nope, I never needed to yet, but I know it can be needed in some cases

    "3. Do you really feel like you can develop faster in C2 than hand-writing code when you are going off the beaten path? "

    Yes, the no-syntax error thing and the fact I read and write C2 code in a defined way easily makes it so much easier IMO.

  • I think this is getting into a native Exe vs HTML5 thread, which just does not make sense.

    -first If scirra devs want to focus on HTML5 they have the right to do so.

    -Also, native exe have their advantages, but HTML5 has too, and since desktop games are not the only ones to be sold, and since C2 can handle large games with html5 (slower, yeah, but not noticeable for most desktops games, and still better that CC does, since CC don't do the best job for that)

    -I saw that you said that C2 was a poorly designed game maker program in the beginning, which it is not in our opinions, so I think your opinion will not change on that.

    I think you are just trying to say "quit HTML5, it sucks, it should not exist in video games and desktop devs don't want it", but since desktop devs aren't the only ones on earth, and that C2 has HTML5 written about everywhere in the website, and since it does make html5 games (the problem is mostly mobile wise), I don't see a real problem.

    Again I might be wrong on the point of this, but I think we are not going anywhere here, and if it is the case, I don't blame you, some other people seems to share that opinion.

    Also doing an native exe exporter will take a lot of time I've read somewhere, which would be more of an issue that not having one IMO

  • I correct my sentence, HTML5 combined with javascript can handle more than simpel applications, even if it's first purpose wasn't that.

  • "Well, a good game maker software (which c2 poorly tries to be) should have a decent image/sprite editor (with functional at least similar to paint.net)"

    C2 devellopement isn't over yet, so I guess it could improve some day

    "well, too bad. Just because html5 won't stay for a long time, but EXE games are forever (steam, anyone?)"

    HTML5 won't stay for a long time? EXE games forever? that just doesn't make sense, I can tell you even all exe games can not work well in the future (Hexplore won't work at all on 7 and XP, I think there is a patch for XP, but I never find it), but HTML5 is multiplatform, so I think if browsers still support it (I think they will let it be supported even when it'll be obsolete, but not sure), this can be valuable.

    well-done HTML5 is slower than well-done exe? well yes, but not all games need that.

    HTML5 only for web apps? no, just no, it can handle more than that.

    I think your issue with C2 is that it does HTML5 games, you are not the only one with this, people tend to think C2 just serves the purpose of webapps and small games because of HTML5, but in reality, it is more like tring to let serious games accross all platforms, even the ones that are not obvious for that.

    Also directX requires you to install the corresponding version, and even drivers sometimes, but drivers problems mostly handicap the C2 's editor rather than the game.

  • 1) Depends on what you want, there is the "Set layout scale" action for exemple, which may be what you want, (you may want to check the fullscreen in browser settings too):

    "Set layout scale

    Set the scale (or zoom) of an entire layout. This scales all the layers in the layout, taking in to account their scale rate property." ~the manual

    3)I don't think there are at all, I admit C2's sprite editor is quite primitive, I think it is designed only for minor modifications of images, you'd better off using a picture editing software then import inside C2.

    4) you can interact with tiles in events, so it should be possible (didn't try it myself though).

    5)There is no other exe exporter than node-webkit, since C2 isn't created with the code of construct classic, and uses HTML5 based exports.

    For 2) I don't know

    It may be possible that I made mistakes on something, english isn't my primary language + I am just a C2 user

  • I think it is doable in C2 (even though you will not be able to see a transition between views), you'll have to think you game in 3D, but to apply it in 2D, the inused dimension can be simulated using a scaling on the sprites, I suggest you don't use directly the X and Y position of the elements, but you use variables like Real_X; Real_Y; Real_Z, then having a rendering method on screen.

    Exemple:

    Group 3D logic

    Ship_1, every tick, set Real_X to Real_X + 1*60*dt //this is a movement; *60*dt is for frame rate independancy, if you prefer the game to slow down like classic space games, you can remove it

    Group 2D application, viewport 1:

    Ship_1, every tick, set X to Real_X, set Y to Real_Y, set scale to ((Real_Z+something)*something)

    Group 2D application, viewport 2:

    Ship_1, every tick, set X to Real_X, set Z to Real_Z, set scale to ((Real_Y+something)*something)

    Not sure I am perfectly clear

    EDIT: so between C2 or unity, depends, if you are used to C2, I think it will be a good option, for unity though, depends on what you really want (I don't know any unity export, except the browser one, which uses a plugin)

  • :

    I meant on all the animations where the character could potentially jump (aka when it is on the ground)

    (Also, there are condition to check if the character is on the ground or not, maybe you could use that instead of the IsJumping variable, just a thought, maybe you need the IsJumping for something else)

    EDIT: samourai'd, I mean ninja'd by kyatric

  • The platform behaviour works best using a rectangular collision polygon (or at least, a collision polygon with the bottom side horizontal), does your sprite meet this requirement?

  • Link to .capx file (required!):

    Capx

    Steps to reproduce:

    1. test the capx with Y_to_set =0, press space multiple times and see it works (little dots are created)

    2. Change Y_to_set to -100 (or enough so the object will be teleported outside the layout)

    3. now test it, doesn't work, the On collision will not be triggered again

    Observed result:

    If the sprite2 was overlapping sprite, then was teleported out, the on collision will not be triggered back

    Expected result:

    Working like for Y_to_set = 0

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: didn't tested it

    Operating system & service pack:Windows 7 family edition

    Construct 2 version:r155

  • sved : I meant if the "low quality" option of C2 is used, but I don't think you use it anyway, so It shouldn't be a problem.

  • sved : I am not sure the size in editor thing works if you are using the low quality setting

    Ashley : a funfact, I know the master system uses only 8x8 (or 8x16 if a certain setting is on) pixels sprites, so to have a bigger one, you'd have to cut them and assemble them back in 8x8 pieces

  • Bugasebi : you can choose the same event sheet for multiple layouts

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  • I was really wondering something lately, People judge games nwadays by comparing them to standards, other games, or everything else, saying that 'this game is good because' or 'this game is bad because', but, I don't know if it really matters.

    I mean, video games are not meant to be good or bad, but to be enjoyable for some people, some games are really bad, like "Back to the future 2" on the master system (bad controls, automatic demo not working, difficulty too large because of bad control and design, I think this game was rushed for money)

    But otherwise, some people will judge games by saying 'it is good' with arguments, but when they go to another game, they will say 'this game is bad because the story sucks', or 'this game is too hard' while others will say 'it is challenging and don't bother us with a story too long for it', in fact, I don't think games can be judge by other means that their controls.

    Also, I think some people only want more, and will always compare a game to the best games they played

    I was playing a beta of a "classic platformer", it wasn't "great" like some will say, but I enjoyed it a lot more than some "good games", so, I wonder, am I the only one to think that:

    -the devellopement team shouldn't care about quality of their stories, or their graphics, or their musics, as long as the game is what they wanted to do, even if some will say it is bad?

    I think I prefer doing a said "bad game" that feels like me rather than the best game of the world but isn't me at all