megatronx's Forum Posts

  • I really can't think of any other actions which finish the next tick, they are very rare IIRC. You can probably assume all other actions complete immediately.

    Animation folders are not exported - the runtime only identifies animations by their name.

    Ok, thank you for clarification. You know, I'm using construct since CC Alpha 0.19 and always been stumbling on those little unusual quirks in both cc and c2. I do web programming professionally, wordpress php and such, so I'm not a newbie, but in construct it is bit different. In scenario where I have to generate random map, i have to create a lot of objects. It's working all of it now, but only after I've set events in the following way:

    Is Boo_D: Set Boo_D: False

    For each "Dudu" : Regenerate obstacle map

    Is Boo_C: Set Boo_C: False, Set Boo_D true

    Is Boo_B: Set Boo_B: False, Set Boo_C true

    --For each "DUDU" : do stuff

    Is Boo_A: Set Boo_A: False, Set Boo_B true

    -- for each floor: Spawn something called "DUDU"

    This is roughly as it goes, and obviously it works, giving some "breathing space" to all elements that are completed on the next tick, but sequences has to be placed in reverse.

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  • I think you're confusing your own event bugs with the C2 event system. Construct 2 has a very strict ordering of events. All events are evaluated in top to bottom order (except for triggers, which fire in top to bottom order when something happens). Within those events the actions are run in top to bottom order. Everything happens synchronously (i.e. the same tick) except for long-running actions like AJAX's 'request' action, and these generally then fire a trigger when they complete. There are a very few rare exceptions (like the Pathfinding behavior's 'regenerate map' action takes a tick to take effect), but there are so few you can probably ignore them.

    Thanks, could you list those exceptions please, because not knowing them, puts me back in the development sometimes by days. Also, I wonder if there is any way of selecting animation from within one of animation folders? For example "play animation: folder name/animation name" ?

    Thx

  • sqiddster if it can help explaining it, set canvas size basically change the window size propriety of the project at runtime, just that sentence explains that the low quality fullscreen changes with it, then the layoutscale just helps compensate that as long as you do not have differents scale rates for the layers.

    What is the issue with layoutscale and low quality scaling?

    sqiddster I know, I'm using same technique,

  • You should go to the plugin's page and inform

  • megatronx 1366x768 but that shouldn't matter at all the way I do things.

    Try going lower to 960x570

  • > I tried couple of techniques. Once layout starts , I run a crawler from center of the layout. There problems with overlapping already spawned tiles, even thought they are set up correctly. Another technique was to generate floor first, then do offset calculation, and move everything so that whole map is placed tile away from 0,0. Then for each floor, i set up a value in 2d array. Then did applying of wall and other objects on to the array itself. It worked, as far as remember until something happened that made it broken and I couldn't figure out what.

    >

    yeah I'd have to see it, any chance you can make a minimal test capx just showing what you are trying to do?

    Don't know. I'm using a bit of some unofficial plugins. But can send you trough message.

  • Refeuh

    I'm not really great with terminology. Atm my state machines are like that

    If Var = 1 : do stuff, aad 1 to var

    If Var = 2 etc.

    And

    Every tick add 1 to Var2

    If Var2 = 1: do stuff

    if Var 2 = 2, etc

    Both have issues

    jobel

    I tried couple of techniques. Once layout starts , I run a crawler from center of the layout. There problems with overlapping already spawned tiles, even thought they are set up correctly. Another technique was to generate floor first, then do offset calculation, and move everything so that whole map is placed tile away from 0,0. Then for each floor, i set up a value in 2d array. Then did applying of wall and other objects on to the array itself. It worked, as far as remember until something happened that made it broken and I couldn't figure out what.

  • Will it have texture distortion and visual editors for it, as well for other plugins/behaviours that need it?

  • jobel Aphrodite

    Thx for clarifying, though I still don't understand if created object through create or spawn is calculated same tick of not? I'm working on randomly generated map, and this is somewhat crucial i think as currently I'm getting some minor annoying bugs.

    Ps. The prototype version worked flawlessly, but the "clean and optimised version" broked! Same with version after. IRONY!

  • Hi there,

    Ashley I have few technical questions I'm hoping someone could answer for me:

    • What's best way to create an event sequencing? I tried setting a variable number, and then top condition for each sequence, and at the bottom, I had plain sub event adding 1 to sequencing variable, but seems like not all events are finished within same tick and so it ended up braking.

    Therefore: - Which of the following two actions is being completed the same tick as the action triggered and which one doesn't: Create object or Spawn object? Also Id like to know which other actions are being completed on the next tick?

    • Another question about sequencing is when the variable is being changed trough other set of events, it's not working, and I don't know why.

    Examples

    Not working: Every tick: add 1 to Variable, Variable grater then 6, set Variable to 0. If variable = 0, player is not moving along path, has player in sight: find path.

    Working: Every 0.0128 sec, player is not moving along path, has player in sight: find path.

    • When "repeat" and it has variable to check then add to the same variable, is it only checking that variable on each repeat or only on start of the loop?
    • What's best use of "While"?

    Thanks!

    M

  • sqiddster what's your original window size?

  • Looks good

  • > Hi, would you consider making a plugin or behaviour out of your 3d object engine, please?

    >

    Probably not. That would mean re-writing it in javascript which doesn't appeal to me.

    No worries. Could you do an example with pseudo-isometric camera? I'm asking because I'd want presentation of my game to be 2.5D isometric style, where 3d block are walls, and rest are just scaled sprites. Would that be possible?

  • newt

    That would look cool, I'll have tinker around with Spriter one of these days.

    irina

    Yes I've seen it. It's approach is similar to what I'm doing in some ways It's even a bit faster since it's all js, however it would be very time consuming to integrate it into a plugin.

    New update: Now boxes match the rotation of the ground sprites on layer 1, also events were cleaned up a bit and an improved perspective transform is now used. Also the rotate function can now rotate around an arbitrary point.

    https://dl.dropboxusercontent.com/u/542 ... _3d_5.capx

    Hi, would you consider making a plugin or behaviour out of your 3d object engine, please?

  • Ashley : I have issues with image editor for a long while now. Not sure how to reproduce it, but it's simple: you have an image, lets say 256x256, and you crop it, sometimes it will not fully crop, but leave 1px of transparent border that is unable to be removed or cropped any further.

    For guys that have problems with seames, it might be scaling issue if you're project runs in unappropriate resolution. I always choose halves, quarters and such. For my current project, resolution is set 960x540, which is half of 1080, end even more, originally game was running in 480x270, so assets are only 16x16 and 32x32. At this way selected resolution, I have no problems with any seams, unless webGl effect is being applied to object itself, like floor tiles made out of sprites,something even as simple as blur, then seames appear ( no clue why ). My other settings are: Low quality scaling, point sampling, medium quality downscaling, pixel rounding Off, and webGl On. I use MagiCam plugins to zoom in, to get that original 480x270.