Kyatric's Forum Posts

    The rest i don't see why they are important right now.

    I think this is because you're not yet used to construct's way (check my answer to your other thread)

    Now here is my list after the two important ones i left from your todo list.

    -Math helpers. The important one for me is point distance.

    Same as above, check in the other thread, I pointed out the system expressions where all the math helpers (and more) you need are.

    -Path finding. Pretty damn nice for AI.

    I'm working on a path finding plugin, it should be on the forum during this week end, or next week. There's already this thread that deals about pathfinding.

    -Property to snap an object to viewport, and provide the coordinates. Really would be nice for an in game gui...

    GUI making in construct is done with setting the parallax property from a layer to 0,0 (so it will stick to the viewport)

    Coordinates of an object are the X and Y properties that you can get as expression Sprite.X or Sprite.Y (where Sprite is the name of your object)

    Unless you mean something else, I'm not sure to follow your idea there.

    These would probably be a opengl thing, but here go's

    -Particles. Not that important but would be nice having a particle editor in CS2.

    -Basic lights (ambient, spotlight etc)

    For particles I have it on my todo plugin list, but as you said, it might end up easier in webGL. I don't know yet, but I'll check it at some point in the future.

    Note: I'm a 3rd party plugin developper, I'm not part of Scirra's team.

    I make plugins for my needs first. (I mean, telling here that I'll check particles out is nothing of a promise or anything. It's just that i thought about it and put it on my todo list)

  • This can be achieved in events.

    There is no "else" events (like in CC).

    Make an event - system: compare two values

    As first value, double click system in the "objects with expressions" window and scroll down to Math-Distance (or any other expression you'd need).

    Your first event check if first value is equal to second value, you'd then make another event that'd check if first value is NOT equal to second value. (to make it up for the missing "else" condition)

    I understand that scripting seems sometimes like quicker to put in place then events. But on the other hand, in script, you'd lose the automatic checking of variable/parameter existence/type, visual/block organization, etc...

    I understand you arrive with your knowledge and ways from a former software, but you should really learn about Construct's ways (through the tutorials, wiki, check my signature, etc...) in the first time. C2 is not GM or whatever other software.

    They may have similarities, they may have the same purpose, but they are definetely different, and I think that they handle things differently.

    To get familiar with construct's approach, I think you should put GM's approach "on stand by" for a while <img src="smileys/smiley1.gif" border="0" align="middle" />

    (I've never used GM, so it is all assumption, but take the case of someone who is used to photoshop and arrives on GIMP. Things will be done differently in the soft, but they are both image editing tools. One just has to learn each software's way first.)

    Not really needed right now, most games can get by with collision rectangles or invisible detectors. The kind of game that would benefit the most from collision polygons takes more time to make (in my opinion) and would need a lot of features that C2 still doesn't have

    Highly disagreed. Right now, as there isn't such a "fine" collision detection, we are designing projects with this limitation in mind and tell ourselves "huh, I can do this in bounding box, no big deal, I'll stylize the sprites".

    Bring the polygon collision up it will help a lot in about any kind of projects.

    Also, I don't see any "load texture event" (instead of load textures at startup of app) in the todo list.

    Did I missed it in r51 and is already doable ?

    I would like also a "load texture to frame". This way I could set the texture from an url (gravatar anyone ? ^^) and have "custom" pictures in my app.

    An extensible amount of frames (on runtime) for the sprite object, in this same train of thought, would be nice too. It was a "limitation" from CC, could it be workedaround in C2 ?

    Else as the others: image points/hotspots , families, function (even if function can be pretty much replaced by groups).

    + Z order as Newt will say later in this topic.

    Z order would be greatly appreciated. Especially for the users of the free edition, I think.

  • Construct 2 probably won't integrate SQL commands, and for a good reason.

    You don't want javascripts connecting directly to databases, I believe it's not even possible.

    The correct approach would be to communicate with server side tech (php/asp.net/ruby) via AJAX, and you can already do that.

    There are no tutorials for that, but if you guys really need this, I can whip something up (should take a while though).

    As Fimbul said. Such an integration strongly relies on external programming of your server-side (which IS connected to the sql database) and ajax communication between the server and the client (the C2 app the player will be using).

    It depends on what you are using as server-side app. For example, a CMS like Joomla allows you to use webcalls and expose some functions that an ajax call might communicate with.

    I use also Elgg, relying on xmlrpc calls (different in the syntax than joomla's).

    Nevertheless you'll need to know what you are doing and actually do some true coding in the server-side.

    This can't be "made easy" in C2's way. At least I don't see how to, right now.

  • Yes.

    => Text - Set text to:

    "Your text" & NewLine & "Your new line"

  • As for the disappearing object... that had me stumped for a bit... then I checked its animation frames ;)

    Silly me <img src="smileys/smiley36.gif" border="0" align="middle" />

    I totally forgot about that anim <img src="smileys/smiley4.gif" border="0" align="middle" />

    Glad to support your support of C2 ^^

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  • http://www.scirra.com/forum/search_results_posts.asp?SearchID=20110825215750&KW=

    Here they are. Coming straight from "Search" and then putting "Somebody" in the "Search by Member Name" field and looking for "All forums".

  • C2 r51.2; Windows XP SP3; FireFox 6.0; ATI Radeon HD 4870

    I recall having posted already about this issue. Maybe the post disappeared in the "incident" that occured a few weeks ago (I recall Ash talking about a manipulation that ended in posts loss).

    Anyway this capx was made in r50 and still doesn't work as intended.

    On right click on "Case", a green little square is supposed to be spawned at the (clicked "Case")'s position. It does appear but disappears right away.

    On left click on "Case", if no "obstacle" is under mouse cursor, an "obstacle" is supposed to be spawned. It is spawned, and stay visible. Nevertheless, clicking on a "case" where there is already an "obstacle" shouldn't spawn a new obstacle.

    Still it does.

    Is my use of the events incorrect or is there a trouble with the invert of the mouse object ?

  • I've just installed r51.2

    In your capx:

    Select the blank subevent under Variable1 definition.

    Move it up either on top of the "every tick" event or on top of "Group" (top of the event list).

    C2 crashes.

    Now I have a window crash error (See the windows report)

    On another note, the load fix seems to work. I haven't had any error window on loading a project yet. I'm crossing my fingers so that it keeps on.

  • I'm still wondering if going from a Standard License to a Business License will be like :

          + Pay the difference between the price of the BL and the SL

    or

          + Pay the whole BL price despite the previous SL already bought

  • GG Lucid.

    Also I liked the "3D game programming with directX 8.0" in the background ^^

  • Emperor it should be in the Project properties,

    Configuration settings -> Preview Browser

  • Hey hello Matt, and good job on Space Blaster and the bundle pack !

  • Good job abhi !

    Controls are a bit hard though. There are a lots of unecessary deaths to get the hang of it.

    Interesting narrating also. A bit slow sometimes, (the time that the text displays) but I like the philosophy behind it ^^

    As far as I'm concerned, I failed at entering compo, and even if time is not up, I won't have a game for the jam <img src="smileys/smiley6.gif" border="0" align="middle">

    So here is a (buggy] preview of where I am so far.

    Arrows move the "trampoline" and q and d allows to move a little selector behind the characters. (buggy !!! press several time, but don't go too far, etc...)

    Space makes the selected character jump.

    You are to catch it in the trampoline it will bounce, and has to go to the far right of the screen where the placeholder for an ambulance is sitting.

    go as far right as you can, a sound "Thank you" should be playing if it reaches the ambulance. (BUGGY, characters that go under the screen still keep falling, and "thank you" will eventualy happened)

    Well it's a messy WIP. Did I mention it was buggy ?

    Building is randomly generated, supposedly basing on the xp of the player and some difficulty level derived from it.

    I entered too late (12h delay) in the comp, and wanted to make too much it seems.

    I lost a few hours in C2 bugs/understanding/worksaround. But yet I have learn a lot and still loves C2 ^^

    Now I will go back to the regular flow of my life but I will watch for the next LD.

  • Yes it works better now.

    One notice though, when there are a lot of explosions on my screen, the game tends to slowwwwwwwwww down (even the inputs).

    Massive fps drop there it seems.

    Once the explosion has disappeared though, it is ok.

    And a lot of ships on screen, doesn't make it slow down. A lot of explosion does.