Prominent's Forum Posts

  • This is why I don't enter these sorts of contests anymore. It's inevitable that the judging will be messed up in some way. Same sort of problems with the original Scirra contest, with games that had nothing to do with the theme winning. I'm glad I didn't enter this. A deadline is a deadline. Rules are rules.

    blehhgg!..

    People need to realize not to expect much from these sort of contests.

  • Whenever I create or duplicate a layout, the default layer always chooses the bottom layer. How do I make it so that it automatically chooses a specific layer when a new layout is made? I don't like having to set it every-time i make or duplicate a layout because sometimes I forget to do this and end up creating objects on the wrong layer. Would also help if could define default for creating objects in event-sheet.

    I guess if you make a new layout it would have only one layer, so this would only work when duplicating layouts with multiple layers- it should keep the same active layer.

  • cool,

    can you give us more info on the tile metadata stuff? How can that be used?

    I'd think it'd be useful to be able to mark certain positions with custom data, like enemy spawn positions, etc- and somehow use that data in construct to be able to load things at runtime. Like custom objects that you can assign custom values to- i guess similar to the way you can position objects in c2 editor and give them instance variables. That way you could potentially do all your designing in the tilemap editor without having to see it in the c2 editor.

  • Hm.. probably depends what those actions/events are doing, and how it gets compiled.

    Maybe someone who knows the technical nature of C2 can provide some answers, but you could try doing some tests to see if there's any differences.

  • create a bug report with an example capx

  • Problem Description

    Event fails to fire due to an OR block.

    Attach a Capx

    https://onedrive.live.com/redir?resid=7 ... ile%2ccapx

    Description of Capx

    It should print tickcount to the text object every tick, but fails to do so.

    Steps to Reproduce Bug

    • create an Or where one condition is true and another is false.
    • then a sub-event that references the false condition's object.

    Observed Result

    object doesn't get picked?

    Expected Result

    tilemap should get picked and event fire.

    Affected Browsers

    • Chrome: (YES/NO)
    • FireFox: (YES/NO)
    • Internet Explorer: (YES/NO)

    Operating System and Service Pack

    win vista

    Construct 2 Version ID

    r227

  • What if you save the previous x/y positions, and then do a comparison everytime you reposition an object? So you'd assign the position to prevX, prevY.. then you move the object. Then you compare- has object traveled further than 1 pixel; if so then reposition.

  • Put a condition in your other event for running animation.. "platform is on floor"

    The problem is it is setting the animation to running because the player is moving (even when jumping), so it is constantly setting it to "run" and "jump", but it just shows the last one when it renders the screen.

    The "platform is on floor" for your run event will fix it.

  • Does it have shortcutkeys/hotkeys? to easily switch between tools, or actions?

  • based on your screenshot, it looks like snapY is positioning it to the center of the tile, so you could try adding half the tileheight to that coordinate.

  • Yeah, optional. Maybe even a simple button you click to refresh it. C2 could just remember the file location you used when importing the data, and then check if it exists when you click to refresh- if it doesn't exist then it doesn't refresh. If it does, then it reimports it. It's a really simple addition that would reduce the pain of using tilemaps in C2.

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  • If I understand correctly, yes. Shouldn't matter the number of events. More importantly is how process-intensive those conditions are. If you can do something once instead of X number of times, it's better to do it once- unless you have a reason that it must do it multiple times.

  • I would think it'd depend on how computationally heavy Condition A and B are.. in the second example, you're calculating it twice, whereas in the first example it is calculated once. I think the first example would be better.

  • I want an option for a tilemap to auto-update it's tile data from an external file whenever that external file is saved with new changes. I don't want to have to re-import the file every time I change it.

    Sure, I could make an event that loads it in, but I want to see the changes in the editor so that I can map out other elements- I can't do that when a tilemap is updated via events.

  • You can give the player an instance variable, such as a boolean that is either true or false. Call it something like onFloor.

    If you press spacebar, set it false. If player collides with floor, set to true. If player walks off floor without jumping, set it false. You'd also check to see if onFloor is true to determine whether to allow player to jump. You'd also need to implement some events to check whether player overlaps with floor, so that you can set variable true or false.