digitalsoapbox's Forum Posts

  • Cool, no worries, thanks for all the info!

  • keepee

    It's a bug. I never implemented pasting multiple effect objects correctly. Basically the plugin needs to be updated to draw exactly like c2's runtime does, but I haven't gotten to it yet.

    Do you have any plans to look into this any time soon? I just ran into the same issue, and while I can probably work around it, not having to would also be nice .

  • Having the exact same issue, along with other icons throughout the interface (expand/collapse events, etc.) being too small to click on. Also SP4 Pro.

  • I'm trying to get C2 set up properly on my Surface Pro 4, but a lot of the interface (icons in panel bars, collapse/expand in the events/actions, etc) are so tiny that they're VERY hard to interact with. Is there a way to scale these icons so they don't look like they're about the size of an ant's leg?

  • Mostly because older games ran at a much lower resolution. I'd suggest just doing everything at 1x pixel size and then scaling up to 2x after the art is done, or scale up in C2.

    Another thing to keep in mind that a lot of indie devs seem to overlook is making sure the game itself runs in a lower native resolution, otherwise you'll end up wasting CPU/GPU resources to render low res art. In C2 you can turn off HQ scaling as well, which will give you a more accurate low resolution appearance and better performance.

  • Rockstar dev to clone other dev's games?

    Seems legit.

  • I am developing some plugin in WebStorm, but everytime I need to test it I have to switch to C2, press f5, which is annoying.

    But I can set "Run" command in my WebStorm, using, for example, command line.

    Is it possible to Compile C2 project from command line?

    This would be a great feature.

    > Any news on the overlay issue? Is this fixed in the new greenworks release?

    >

    This thread is enormous now and I'm not really clear on what the problem/status of that is. I think it would be best for everyone to file a report in the Bugs forum where we can focus on that (as well as any other issues). Although the Greenworks plugin is still experimental it should ship with C2 pretty soon so I don't see why not to start treating it like an official feature already.

    Awesome. Does this mean you've figured out the preview issue?

  • AFAIK Edge is in the process of implementing ORTC (a WebRTC variant), but has not yet added DataChannel support which the multiplayer engine uses. When they add that, we'll look in to supporting it.

    Gotcha, thanks for the update. I'm gonna bug my MS contact to see if they have a timeline...

    **EDIT

    Did some poking around Ashley, this seems to say DataChannel is now possible, though not an official source: https://blog.andyet.com/2015/06/25/webrtc-on-the-edge/

  • If I'm not mistaken, I think Coin-coin wants to be able to queue up -- or run simultaneously -- multiple camera shakes, rather than shake individual layers. MagiCam can't handle that itself, but one could always setup a queue that initiates camera shakes in sequence.

    Yeah, I just created a function to do that. It seems to work fine with multiple camera shakes, even on scenes with a lot of parallax.

    Which reminds me: The zoom limits sometimes get a little shaky when the camera is near the outer zoom limits. Not really related to camera shake, just something I noticed while playtesting.

  • ORTC is basically WebRTC with a slightly different and incompatible API. As I understand it, it should be possible to implement WebRTC in terms of ORTC, since ORTC is actually more customisable. Providing there's a good shim that does that, we should be able to easily support multiplayer with ORTC without even really changing our code. Even if there's no shim we should be able to adapt our code to work with ORTC instead.

    tl;dr - if IE supports ORTC then it should be able to support Multiplayer as well. Good news!

    Asley, are there any updates on ORTC support? No luck getting multiplayer working in IE or Edge, works fine elsewhere.

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  • Hi,

    Is there a way to have "shaking layers"?

    For example, if a bomb explodes with a strength 50 shaking for a duration de 1 second, and if another event starts a strength 20 shaking for 0.3s during the bomb explosion, the bomb shaking immediately stops and the small shaking overrides the bomb one. Any way to have the big ones overriding the smaller ones, but when they finish, the other shakings occurring at the same time continue ?

    Magicam has a built-in Shake action. Look under the "Misc." section.

  • : i was going to try unity + playmaker, but i really liked what i've made, maybe this is the starting point to start to learn real programming, so i want to know what the most suitable for this kinda app. i'm thinking delphi cuz FLstudio was build on it.

    but if unity 2d is enough i think i will try unity

    Chances are it's not the images that are causing any slowdown - there's nothing complex going on in that area of the project - but the number of audio clips you're playing back combined with C2 not having any way to sync sounds to a reliably steady clock on mobile, and android in general seems to have issues with a lot of sounds playing at once.

  • > I wish we could export to PS4.

    >

    That would be nice too. However since it's a HTML5 engine, this is out of Scirra's hands.

    PS4 supports both HTML5 & WebGL. It's not out of their hands, though much more is involved in a PS4 exporter.

    A few more suggestions that are less about significant new features (Unity already exists for 3D) and more about usability/expanded functionality:

    • Support/Wrapper for ORTC in IE/Edge, which I saw mentioned by

      Ashley as being looked into over a year ago, but there seems to be no movement on it, eliminating the ability to use C2's native multiplayer functionality in IE, Edge, as a Windows App on Windows 8, a Universal App on Windows 10 or XB1 (source: )

    Real, actual documentation for C2's GLSL shaders. Saying "look at these third-party examples" is a bit ironic when no effort is made to look at any bugs that occur in projects with third-party behaviors/plugins

    GLSL shaders that actually WORK properly. The whole screen space/layout space issues has been in C2 for far too long, and it's holding back the ability of anyone to push shader-related visuals in C2

    XBL Achievements/Friends List support

    Steam integration (this is moving far too slow, and I'll probably have to implement as a 3rd-party plugin in the end)

    Access LOCAL variables from the debugger

    Export to NW.js WITH the debugger enabled

    A more modern particle system, what's available may be optimized but it's hilariously limited

    More functional breakpoints, without the current limitations on looped events

    Easier way to move blocks of events from one project to another (for example: right now any globals need to be added first, then the events)

    Event-level access to collision polygons, which has always seems like a bit of an oversight

    Spawn objects by name, which also seems like an oversight (and not everyone is worried about obfuscating code 99% of people can't read anyway and is so C2-specific)

    A straightforward way to exclude specific layers from shaders applied to a layout (for example: a post-process bloom that applies to everything except the GUI layer)

    Custom keyboard shortcuts

    Impossible to run preview with any plugin events in the project, including after the plugin is removed.

    The solution to fix that (for others having the same issue) is to remove all events that reference the plugin, THEN remove the plugin.