Prominent's Forum Posts

  • Ashley , Yes, you misunderstood. You didn't follow all the steps.

    You have to start with no event. So you need to first CREATE the conditions, so that when you undo later, it will undo he creations of those conditions. Then do the rest of the steps.. create a condition that references one sprite, then right click and change it to another sprite.. then undo so that it has to remove the conditions.. it will remove the conditions in the wrong order..

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Thanks R0j0hound, I'll be sure to credit you if I decide to put it up.

  • I'd say Yes on both cases.

    Using two loops will be slower than one, because it has to run double the amount.

    Else will be quicker because it doesn't have to check any variables, etc.

    But Else isn't always quicker in c2 because it could act like an Else If, and have other conditions included.

  • , no, AnD4D hasn't shared anything.

    I do have another project I made that uses only 100 events, is much cleaner and does the same thing basically, but uses the chipmunk plugin. I haven't put it on the store though, since it uses the chipmunk plugin, and I'm not sure how R0J0hound would feel about me selling something that uses his plugin.

  • Thanks! I guess this isn't a bug afterall.. Works with the for each.

  • Problem Description

    similar to other bug: timer-family-pick-bug_t179909

    difference is that this uses the every X seconds instead of the timer behavior.

    Attach a Capx

    https://1drv.ms/u/s!AhHSZHEulqh_gWmOunoML5JwjJSq

    Description of Capx

    loop through sprites, every X seconds, pick family by uid. The uid is always the first instance.

    Steps to Reproduce Bug

    • view events, run capx.

    Observed Result

    only on object moves.

    Expected Result

    both objects should move.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    vista sp2

    Construct 2 Version ID

    r227

  • Problem Description

    When two objects trigger a timer at same time, picking them by their UID always references the first instance.

    This makes it impossible to reference any instance variables the object inherits from the family (because it only references/picks the first instance).

    Attach a Capx

    https://1drv.ms/u/s!AhHSZHEulqh_gWhGfla3TMepNaln

    Description of Capx

    This sets a regular timer on two sprites, and picks via uid

    Steps to Reproduce Bug

    • look at events and run capx

    Observed Result

    both objects should move every second, but only the first instance does.

    Expected Result

    both should move every second.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    vista sp2

    Construct 2 Version ID

    r227

  • I think the way I currently have the controls work well. But, I'll keep that in mind, melaniko . What I prefer is keeping the controls to one device, and not split between keyboard and mouse. Keeping it contained to one device also makes menu navigation more intuitive.

  • Worked some more on background design. Using shadow for aesthetic, and tiling purposes. Thinking ahead about assets so I don't overwhelm myself. Need to design a smart order for the tiling- I'm starting to get a feel for it.

  • Yes, I want this too. It's always annoying if I'm somewhere in the events and can't see where things were changed when undoing/redoing. More information given when undoing/redoing would be very helpful.

  • Use the browser object to execute some javascript:

    "document.getElementById('c2nwOpenFileDialog').setAttribute('nwworkingdir', 'your path goes here');"

    That will set the open file path.

    Make sure it is before you call to open the file dialog.

    note: you may want to use the application path or user path provided by the nw.js object expression, to ensure it is correct across all platforms (mac,windows,linux).. since the path will be different for each I think.

    edit: I think the app/user path from nw.js object only work when project is exported.

  • Thanks ShinobiSlash

    I've been working on figuring out a suitable control scheme. Controls can be customized, but the default needs to feel right. I've wanted to keep it limited to two buttons in addition to the direction keys.

    In designing the control scheme, I've been thinking about the relationships between fingers and the dexterity and endurance each have. How a person might resort to using one over another in most cases, and designating that finger for either the primary or secondary key.

    With various mechanics involved, and having to do more than one thing at once, there is a coordination involved- the mind sends instructions, and if the control scheme isn't good, the signals might cross and fingers press wrong keys, etc.

    So I've been working on splitting things appropriately to prevent this from happening.

    At the moment, I have the index finger controlling the attacking. The middle finger controlling the grappling, and then the other hand controlling movement/jumping/boosting.

    I'll continue to gauge the controls to see if this is a good scheme. I know that controls can be sometimes difficult to teach to new players, so I'm keeping that in mind.

  • Kitty Kitty Boing Boing has been Greenlit !!

    Thanks for the support. I hope to have the game available on steam soon

  • oops.. didn't see it was classic. I usually just browse new post section, which lumps all the posts together. disregard my message above.

  • Check if you have any global layers that also have global objects on them. If you have global objects on global layers, they'll get multiplied and you'll end up with extra objects, and maybe that is causing things to slow down.