Jase00's Forum Posts

  • I'm making a game that contains fighting elements involving button combinations and stuff. I find it quite straightforward to create, but that's only because I understand logic behind fighting games from looking at other fighting games. As long as you know how the fighting game system works, and that you understand Construct 2, then I reckon you won't have any problems. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • It sometimes can end up offscreen if your resolution changes.

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  • Hey anealumor, I am aware of what you are talking about.

    I remember encountering this and reporting it, and iirc, it has been fixed in a later version of C2. What version of C2 are you running?

  • I believe "On fall" will only trigger once the Sprite begins falling, whereas "Is falling" constant triggers whilst the Sprite falls.

    Say you have a variable that starts at 0, and you use "On fall- Add 1 to variable", and make the Sprite fall, the variable would only reach "1". Whereas having "Is falling- Add 1 to variable", the variable will continue to go up until the Sprite is no longer falling.

    Hope this helps!

  • Yeah it's annoying when you are really trying to get something to work but it simply doesn't work as expected, and you begin looking over code many times and begin thinking that you're going Insane, but then suddenly you realise it's an easy fix. Happens to me all the time lol.

    Happy Easter from the UK to you and everyone else!

  • This seems really useful, I will mess around with this and see what I come up with. Thanks :D

  • So, I was trying to maintain a solid 60fps on Chrome with quite a lot onscreen, multiple enemies with their own platform behaviour with multiple effects and multiple everything everywhere, I kept looking through my code multiple times to try and speed things up, deactivating stuff when they aren't doing anything and whatnot, but I seem to keep getting 30-40fps.

    However, I randomly tried exporting the game as an .EXE file, and woah, a solid 60fps, even with more enemies than I tried before! <img src="smileys/smiley4.gif" border="0" align="middle" />

    Whilst using Chrome, I deactivate V-Sync so that I can see how fast the game is updating, and seeing as Node-Webkit provides faster speeds, I'd love to be able to see the fps without V-Sync. Is there a way to do this via hacking or anything?

  • Whilst I'm not too sure about how c2 handles duplicate images, may I suggest doing lipsyncing in an alternative way? Mainly to do with checking an audio files position as it is playing in c2 and chnaging the mouth frame depending on the section that is being played. Just a suggestion :D

  • I can confirm this, never got round to making a report, but yes, its a pain to enter negative values

  • > Keeping it short and simple because C2 is already quite cool (and I am sure that there must be a lot of these kind of lists around in the forums):

    > -Reverse animation flow action

    > -Sprite frame optimization (if two or more frames of the sprite are the same they don't get included twice)

    > -Tiled Backgroundshat do you mean by reverse animation flow? I found that if I put a minus number in the speed it plays it backwards.

    I never knew this. Thanks!

  • -Sprite frame optimization (if two or more frames of the sprite are the same they don't get included twice)

    +1 for this too!

  • Nice, I'm an ex-MMF2 user too!

    I used clickteam software for ages, all the way back to KnP and TGF, but when I wanted features along the lines of "Zoom in/out", I found that MMF2 lacks the ability to zoom out (and zooming in resulted in pixelly ugliness with no way to blend pixels linearly). Now don't get me wrong, MMF2 is awesome software, I don't hate it, I've grown up with it and learnt all the logic I know now about gaming with it, but I just needed more efficiency, more rapid development, and more standard game-based features (e.g zooming), and C2 gives me that.

    The recently added "Replace Object" is a GOD at saving time. I almost needed to sift through loads of events and change an object in each one and edit some actions to refer to the new object, which would have taken hours; but nope, Replace Object. Saved me Hours... Anyway, I find efficiency and rapid development important, otherwise I would just take up C++ lol

    I also hated how you would have to copypasta all events to each frame in MMF2, meaning I never completed a game since I would have to fly through all the frames editing something when I notice a bug or just want to add stuff. Sure, there was a global event editor for a project, but iirc it had problems with families, and therefor I couldn't use it.

    There are a handful of features I wish are in C2 but my wants are for non-mobile related stuff, like having save/open dialogs and disk access.

    I do find that some things aren't clear with C2 such as creating online multiplayer stuff, I'm going to look into that soon but from what I've read in the past, it's not easy to setup (Though I have experience in networking so hopefully it's just not 'easy' if you're inexperienced with networking).

    Updates in C2 are awesome! For a small team, they sure do hand out updates frequently and always suprise us with some unexpected crazy awesome feature.

    tl;dr C2 is awesome

  • I totally get what you mean, I hate it when I loose a chunk of work because of a random crash, however I wouldn't like my capx getting overwritten just incase I messed up and wanted to undo. Buut...

    I think some sort of realtime capx is stored whilst you use C2, and when C2 crashes, it could detect that it had crashed and when the next time C2 is opened, it would report that it detected the crash and if you would like to recover the projects that were opened. That way, crashes don't cause harm :D

  • +1

    I end up accidentally moving the hotspot out of place when changing frames when handling the image point

  • Yes Ashley! <img src="smileys/smiley16.gif" border="0" align="middle" />