shinkan's Forum Posts

  • Ashleys example and tutorial are nice but "problem" is still here and will remain here because current editor was never build to handle that kind of things.

    Besides that it's not a solution to have more than 1 light in the layout but it's more like a someone said earlier a hack to make it work just to prove it can be done.

    1 light per 1 layer is idiotic and even more limiting. Forget about bigger layouts with dozens of lights or even having dozens of levels with more than 3 lights on each (well, unless you want to spend half of your life setting and managing it up,..), forget about spawning random objects that emit lights (can't create layers at runtime)...

    And there's still a Normal map textures issue - one of the main things in that post - which obviously don't work with more than 1 light source after all this years...

    so yeah. C5 maybe.

  • 360jex could you share how you solved it, for others who need some help?

  • Unfortunately it looks like there's a small issue somewhere. I've just downloaded XDK 2893 (newest one at this time) and there is no Admob under "Featured Plugins" in Cordova Plugin Explorer like tutorial says. Also manually adding a plugin ID in Third-Party Plugins ("com.cranberrygame.phonegap.plugin.ad.admob", "cordova-plugin-ad-admob" or any others variations I've found) always returns "Unknown Error. Unexpected call to process.exit()"

  • My "Main Map" in the game (and all neccesary tiles for that map) is in the layout from the start. but every sub levels/maps are loaded from external json files at runtime.

    But then i never used TMX, ever. I've created my own level editor in C2 to create all maps for my game - so maybe that continuality in saved/loaded files have something to do. maybe there is an issue with TMX->C2.

  • I was also using 64x64 tiles on 900x900 tile grid and bigger (depending on current game level) Could you reproduce that in brand new project? if so you could upload it as a bug for Ashley to investigate, cause it really sound very strange from your descriptions,

  • There must be some kind of issue on your side or some other weird thing going on. I have a projects with dozens of tilemaps on different layers (some share same texture, some are instances of same tilemap, different sizes etc - basically all combination you could think of) and never had any problems with them, even on mobiles.

    I didn't check how they works in new 219 beta cause don't have time for that currently. but in 217 (i believe) never had any problems with objects or performance.

  • It's never too late to concert

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  • You know you can do it directly in the Photoshop right?

  • Looks great. But I think you forgot to paste the link for V2 version of the plugin

  • MagnumForce Thank you for kind word.

    I was planning making few more stuff to add to the collection but unfortunately I lost all of my sources for that project when my HDD died

  • What you are asking here is a custom programming language specific to Construct ACE architecture, which I don't think it will ever going to happen because it's kind of defies the idea of what Construct is. You know, that "No Programming Required" thing.

    That said. I really miss the "copy events to text" feature from CC and will really like to see it working both ways in C3. Where you could select bunch of events, hit ctrl+c and paste it in text editor, and also opposite of that, where you write some text and after pasting it into C2 event sheet, the editor will automatically create events for you - then probably what you are asking for could work as well.

  • Problem Description

    Ajax plugin is showing javascript error after hitting preview

    Attach a Capx

    https://dl.dropboxusercontent.com/u/34375299/Construct%202/bugs%20and%20fixes/r218Ajax.capx

    Description of Capx

    New empty project made in r218 with AJAX plugin added only.

    Steps to Reproduce Bug

    • Start new project
    • Add AJAX
    • Set NW.js as preview and hit preview

    Operating System and Service Pack

    Win 10 64b

    Construct 2 Version ID

    r218, NW.js 0.13.0-alpha6

  • It's just an example. Every time when you click on the button it will type different text on screen based on what is inside choose().

    You can set SourceText to whatever you want and whenever you want - anywhere in the events.

    If you need more info, talk to me on facebook in normal language

  • delgado In that particular example you need to just change the Source Text and re-trigger the event (button does that here)

    Bare in mind that this not need to be a text object - for source text, it can be a variable, dictionary/array value or any other string.