TackerTacker's Forum Posts

  • I'm curious if anybody else is bothered by this ...or if I am the only one ?

    Shouldn't it be like this ?

    I noticed it a long time ago but just worked with it.

    Today i thought i search the forum but didn't find anything.

    Now I wonder if I missed a concept, or thought about arrays the wrong way all the time ???

    so...

    Is this correct ?

    Is it a bug ?

    Did someone else notice?

    Am I the only one that's thrown of by that?

    ...can we pls change it ?

  • goblynn93 I don't know if you ever found an solution or not but I just faced the same problems. For the next one who is searching for it... here is how I did it.

    http://i.imgur.com/VzBowpY.png

    You can get the folder path with the NW.js plugin expressions "NWjs.AppFolder", this will return the path to the install folder of the .exe once exported.

    For test purposes you can set the "pathToApp" variable manually to your project folder.

    After you exportet your project you have to manually create the folder "yourFolderName" in the win32 and win64 folder (the same folder where the exported .exe files are located) and put the images in it. I dont know if this works with osx and linux, because I have no way to test this (if some one does let me know if it works ). But osx has a "Resources" folder and i guess you can put the files in there no problem.

  • Oh, that is great. Thank you.

  • rexrainbow

    Thanks for trying , i'll go with the sprites then.

    When i disable collision and visibility of the sprites it shouldn't be too bad.

  • rexrainbow

    Sorry, I'm not sure if i understand what you mean?

    I made a .capx that shows what i wan't to achieve.

    But I want to achieve the same thing without using the "EdgeBlocker" sprite.

    Because I fear that the EdgeBlocker sprites can have a performance hit when the levels get bigger.

    If this isn't possible without using the EdgeBlocker sprite I'll do it with them.

    btw it's super fun to play around with this addon

  • Great addon as always

    Can you make this work with the official tilmap plugin?

    Or is there a way to make it work already?

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  • rexrainbow

    Wow, that was quick.

    Everything works now, thank you !

  • Hi rexrainbow, I get a crash when I use this behavior in combination with the official Keyboard plugin.

    A .capx is attached.

    Here is an image of the crash and the console output in case you dont get the bug.

    construct2 r197 (64bit)

    win8.1 (64bit)

  • That's too bad, it would make some kind of universal gameobject possible. But it is a great addon anyway, without it i had to cycle through all animationframes on startup and load each image one by one, so thank you rexrainbow ... not only for this but for all your amazing addons

    Btw i just yesterday found out that your repository has a descriptions column. Maybe you could make the standart width of your repository app a bit wider that everybody sees that.

  • rexrainbow is it possible for you to implement a way to create or delete an animation or animationframe on runtime?

  • megatronx

    You forget paid addons, and it can get very cluttered if you dont have the control over what addons get downloaded.

    It could happen very quick that you have a huge list of plugins and you dont know what 50% of them are doing.

    Would be good if addon developers could link to a documentation, it would be even greater if there'll be a place on the offical construct3 website for addon documentations, tutorials, examples, downloads and what not, so we all have a centralised spot for that.

  • A popup window would be good when you open a c3 .capx with an addon that you dont have.

    It contains a list of missing addons, optimaly its a direct link to a marketplace or something like that.

  • jayderyu

    sadly pathfinding doesnt work outside the layout even with unbound scrolling

    Yes you are right, some are more like feature request, i guess.

    But for example that all random functions work with a global seed and you are able to choose this seed, is very important if you want something procedural generated in your game.

    On a personal note, I really dont want c3 to get like unity, where u have to buy plugins for everything.

    For really specialised things, like the "collaborative editing thingy" it is awesome.

    But on the flipside...

    • developers dont feel the need to add feature xy anymore because there is a plugin for that
    • plugins rely on individuals (updates/bugreport/compatibility)
    • plugins add costs (thats ok as long as it isnt a core feature what should be in the engine)
    • there is often more than 1 plugin for each feature and each works a littlebit different

    how can u tell which is the best for your needs? which is the most reliabl plugin dev? which is the easyest and are there any tutorials for this plugin? you dont know, so you have to start wasting time to find out.

    I know there are many pros and I think everybody in here knows that. Its just a reminder that, while we all love plugins, there are some downsides to them and that we have to consider them too, when we tell ashley what the new version of the software we all grown to love should be like.

  • Pretty much everything in here, yes please

    Somethings I didnt see in here yet:

    • possibility to set a global seed for all random functions (random(x,y) choose(x,y,z,...) )
    • build in noisefunctions (simplex, perlin ...)
    • resize layout on runtime, or else behaviors work outside the layout too e.g. pathfinding
    • possibility to get the real world time ( yyyy/ mm/ dd/ hh:mm:ss )

    Something I saw and want to emphasize:

    A dark GUI pleeeease, there is a reason why all professional software nowadays goes with a dark GUI, its mutch easyer on the eyes then retina burning white.

    I know u can create your own color palette, and i did, but you cant color everything + the icons are black and gray what isnt the best for a dark theme

    Something that will never happen:

    Online collaborative editing of your game in real-time like heroengine, run arround in your gameworld with friends sticking "post-its" on everything that needs some work ...ahhh it was so mutch fun to work with

    Something to think about:

    I know most of the things kept easy in c2 to keep c2/c3 itself easy and quick to learn, and thats a good thing. But maybe we need something like an advanced mode or tab for more experienced users that are past this first learning curve.

  • Problem Description

    The samplemode (linear/point) doesnt update in the editor.

    You have to save your project, close Construct2 and reopen to update the sample mode.

    Attach a Capx

    • -----

    Description of Capx

    • -----

    Steps to Reproduce Bug

    • open c2
    • pixel a sprite
    • under project properties switch the sampling from linear to point
    • zoom in on the sprite in the editor to see that linear sampling is still active
    • (to fix this, save project, close C2, reopen)

    Observed Result

    The samplemode (linear/point) doesnt update in the editor.

    Expected Result

    The samplemode (linear/point) updates in the editor.

    Affected Browsers

    • Chrome: NO
    • FireFox: NO
    • Internet Explorer: NO

    Operating System and Service Pack

    Win 8.1 64bit

    Construct 2 Version ID

    Built 195 64bit