shinkan's Forum Posts

  • This one goes to Ashley

    Animations panel

    • Select multiple animations (to set multiple properties with one click)
    • Ctrl + Left/Right Arrow to cycle through frames when Animations panel is in focus
    • Duplicating selected animation should preserve its name and add +1 number suffix (for example duplicating "walk" animation: walk -to-> walk1 -to> walk2...)
    • Duplicated animation should be selected (currently it selects first one on top)
    • Changing animations should keep selected frame visible (for example: if you have frame 5 selected and change animation to different one, frame 5 is still selected but frame 0 is shown)
    • keyboard shortcut for "Add animation" and "Duplicate"
    • Resizable preview for animations (or simply wider border around previewing frame - sometimes it's hard to see with small sprites)

    Animation frames panel

    • Select multiple frames (to copy, move and delete them together)
    • Copy, cut, paste frames between animations
    • Deleting all frames containing images should leave one empty frame
    • Importing multiple sprite sheets as different animations.
    • Would be nice to see an image preview for imported sprite strip while setting number of horizontal/vertical cells

    Edit image window

    • Button for preview (it's easy to forget about right click on animation and especially keyboard "P" shortcut)
    • Pixel preview for Pencil tool (it shows nothing under mouse cursor which is misleading)
    • Ctrl + Left/Right Arrow to cycle through frames when setting image points.
    • Separate Undo/Redo buttons - I never know if pressing Ctrl+Z will undo things in image editor or layout/event sheet. And this has happened a lot in the past where some part of my code went missing because I was undoing stuff in image editor.
    • While setting up collision mask there should be an option to set pixel rounding on/off. For pixel art, while zoom is greater then 100% its impossible to set point on coordinates like X=2, Y=4 - you will get something like X=1.97, Y= 4.21 - this is a no go if you need very specific collision mask.
    • Ability to copy and paste Image points and collision mask to selected frames

    Some things to consider

    • Way to import Image points (For example importing images with single pixels, different pixel color could be different Image point. Black always sets Oring, other colors image points)

    It's not a problem if you have only two animations with few frames. But if you need to set 3 image points for 50 frames, where each frame have different position for them it's not that fun.

    We all know You are a small company, and mainly only You do all of the coding for C2 (which makes you very busy), but please don't forget Image editor is the most essential part of C2 and it gets least of all updates since first release. There's been only a couple of features that were added for past months (years?).

    I'm not listing this feature (bugs in some cases?) because I need them for my ease of work with but for every single C2 user who need to manage complex animations. And complex I mean 10+ animations with 10+ frames each.

    Thanks for reading and please show some love to image editor

    Edit: 11.04.2014 - added

    • Ability to copy and paste Image points and collision masks to selected frames
  • Joannesalfa

    hey did you tried this?

    <img src="https://dl.dropboxusercontent.com/u/34375299/Construct%202/examples/destroytile.PNG" border="0" />

  • Looks even better with horizontal and vertical blur effect added.

    The only issue with that is you have extra 25 (or more) objects for every shadow casting sprite.

  • If it needs to collide with player only (no other object) you could do

    every tick -> bigsquare: set x to self.x+10*dt

    where 10 - is the speed of movement (can put anything you want here)

    This will make that sprite move to the right. And then set only "on collision" or "is overlapping" with player to test collision.

    For posting links you need to increase you Rep point - by making more posts for example.

  • It's a "F10 key" thing in chrome and node-webkit.

    Did some research and it looks like F10 is a keyboard shortcut for "Step over next function call".

    Even in new empty project with sprite and any moveable behavior (like Sine) when pressing F10 couple of times sprite starts to move faster.

    So yeah it's a chrome and node-webkit thing only... and actually not even a bug but software shortcut.

  • I have something like this (it's only a movement ripped from project)

    capx file

    There are two thing I'cant work out for last couple of days. Been trying different methods to do what I want but with no success. And finally I found out custom movement is more less best choice to go with.

    1. There is a sprite "Leader" with custom movement behavior moving to mouse click position. It moves on empty area of Tilemap object.

    It works fine until it collides with occupied tile.

    What I want to do is to move "Leader" as close to mouse clicked position as possible, but don't know why it works only if sprite is colliding with tile on bottom. Like on image below

    <img src="https://dl.dropboxusercontent.com/u/34375299/Construct%202/bugs%20and%20fixes/customMovementHelp.jpg" border="0">

    If I click somewhere on highlighted on blue area "Leader" will move on X (horizontally ;p) and stops really close to X position of mouse click.

    Like I said it works only for this situation. If it collides with tile on top, left or right it will keep sliding all over the place.

    Why it's happening?

    2. For this You must toggle on event 1 and 9.

    It's basically "Pin chain style.capx" from examples folder.

    I'v added a custom movement behavior to Family1, so all "Follower" Sprites can move behind "Leader" and around solid tiles.

    Now things are really interesting :D

    "Follower" Sprites are indeed moving around obstacles as they should but "Leader" starts to jump all over the layout on every collision...

    All I need is to "Leader" stop or slide to closest position of mouse click and "Follower" to move around solid tiles. It doesn't need to be perfect or pixel precise because "Leader" and "Followers" sprites are only bases of movement for other sprites that follow them with lag - I didn't include them in file cause they are irrelevant. So they can collide and overlap each other.

    Any help will be appreciated, and thanks for reading :)

  • sosensible

    276 gameplays = $0.30 on my game

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  • It's still here on R155. Can;t debug on Node_Webkit in full screen.

  • Link to .capx file (required!):

    pathfullscreen.capx

    Steps to reproduce:

    1. LMB to move sprite

    2. Press F10 couple of times to enter/exit full screen

    3. Press LMB again

    Observed result:

    Every time you enter or exit full screen mode sprite moves faster

    Expected result:

    Sprite should move at the same speed all the time

    Browsers affected:

    Chrome: yes

    Node-Webkit: yes

    Operating system & service pack:

    Win7 64b SP1

    Construct 2 version:

    R155

    EDIT: Actually it's not only pathfinding behavior. All behaviors or even simple "move sprite at angle" cause same effect.

  • same bug as ranma here on windows 7 64bit. Usually adding or duplicating animation cause first one on top to be selected 0 not always but usually.

  • Ashley could you please add LayerName for expressions to get the...well layer name :D

  • Is this what you mean http://www.scirra.com/freebundle.zip ?

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  • Just got approved on Newgrounds with 3.08 stars. Not bad, not bad at all.

    Thanks to everyone for playing and voting :)

  • Erfeo

    • fixed the game window. I've uploaded a new version with little bug fixed last night and forgot to change resolution size for the Iframe - thanks for telling me :)
    • Rockets... yeah they kind a useless for now. I'm thinking about converting them to homing missiles, to follow on enemy you have clicked on with right mouse button.
    • this is last one is a "feature". You indeed have to be careful to not pick weaker powerup :)