shinkan's Forum Posts

  • scaffa megatronx

    Did you tried to pack to node-webkit yourself? Export from C2 as a normal html5 and then download node-webkit from https://github.com/rogerwang/node-webkit and pack it yourself. It's very easy. Did that some time ago because I don't like how C2 exports to node-webkit - it saves a file package.nw which is basically zipped file with your project inside (all graphic files, sounds, source code etc..) But was doing that on very specific project, where speed or freezes doesn't really matter.

    But this could be a nice comparison if this is something that C2 is doing on export or node-webkit itself while packing the app.

  • I stand with Fimbul on this one. All posts made by them in previous pages are only extended version of statements from their webpage, A lot of promises what "Tidekit can do for YOU" but not even a single example of app created by this or even how this exactly works.

    2d games, 3d games, 70.000 modules, multiple OSs... tons of carefully thoughtful words put together.

    And yeah, some guy just registered, post few words and suddenly he's a messiah of multi platform app development that will take your C2 projects and make them work everywhere and for everyone.

  • It's not a VRAM issue. Pauses still happening for projects with only 1 or 1000 objects. They happened on my old geforce 570, then on my Intel integrated graphic card and now it's pauses on new geforce 780 with 3 GB of VRAM. But not always, it's very random, In some projects with few hundreds of events and objects I've never had any pauses. And on some projects with only few events/objects it's pausing every time after few seconds in the game.

  • You can't. If you want to use Tilemaps you need to have Pixel rounding: On, Sampling: Point, Fullscreen: Letterbox integer scale.

    Unfortunately cause of that Tilemaps are good only for retro-pixel style games if you want to use them as backgrounds and things like that.

  • .

  • First image is to spawn X number of enemies using only one object with enemies as different animations, second image with different objects.

  • quote from 11 Feb 2012 when I've asked same question

    I don't think our UI library supports breaking out the tabs in to their own window, so it would be difficult to do I think.

    However there's an obscure trick which I didn't even realise was possible until someone *else* discovered it: click and drag one of the tabs in to the main view, and it will create a split screen view. You can use this to view a layout and event sheet at the same time. With some careful resizing, you can make the main C2 window really wide, set the separator just between your monitors, and you kind of have a silly version of dual monitor support, heh.

  • I'm not sure you supposed to use 1 pixel transparent border in TiledBG's, because that contradicts the purpose of tiling in "Tiled" backgrounds.

    Never had any issues with seems (except of - wonderful but useless for any not-pixel-retro project (which is a big shame) - Tilemap) and I'm always using 1 pixel transparent border only in sprites and only if they are going to rotate.

    And I would suggest to not use scaling that is different then 0.25, 0.5, 0.75, 1, 1.25, 2.5 etc. cause this will always shows some artifacts and in overall will look bad

    That's why long time ago (on 2nd September 2011 to be precise ) I've "attacked", but very nicely Ashley about zoom in layout editor itself - using ctrl+mouse wheel gives you strange values like 91%, 83%, 67% which makes objects looks bad and hard to position in many cases. Also I've asked about point sampling in layout editor, which was gladly added in r55 but then it was removed some time later... try to position 8x8 pixel size objects on 800% zoom hehe.

  • Probably it wont unfortunately. To take all best bits from that kind of plugin it should have some kind of UI interface to let you choose and set all parameters like size/position/look/functionality of buttons and other controls... like a simple drag and drop editor.

    Other idea would be to make external app (should be easily possible to do even in C2) to set all your menus and export them as xml or json. And then plugin could only load that data and setup everything automatically. But still then, plugin should also import and set all graphic assets - very similar to how Spriter loads and sets all from scon files.

    but anyway. This kind of "menu plugin" is really great idea!

  • That's a really nice idea. Would like to see this as a plugin more then a capx file

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  • What Colludium wrote should work. Also you could add something like this on start of layout set tiledBG position to "viewportLeft", "ViewportTop" and size to "viewportRight', "viewportDown" - this will make sure that every time you start a game, tiled background will be positioned and sized to cover entire screen.

  • correct, literally and grammatically xD

  • You can use Mouse.X("layer name") and Mouse.Y("layer name") to get coordinates for specific layer

  • megatronx please use english first and then provide translation.

    Forumowicze nie bardzo lubia jak sie pisze w jezyku którego nie rozumieja

  • Just created this in new project and must say that's tricky one. But I would say it's a bug. "Every X seconds" should be true for event sheet that is connected to specific layout (not included, only connected) So if you go to layout 2 this means that layout starts from beginning and "Every X seconds" should start counting from beginning of that layout and not from overall game time.