Tokinsom's Forum Posts

  • fldr The crash was fixed, yes. The feature is still busted though...

  • Script minification hasn't been working for me for a long, long time. I made a thread a while back and the consensus was that only a really old version of java works with C2.

    Had this problem on Win7, 8, and 8.1. Haven't tried exporting with Win10 yet. Don't think that's the problem.

  • purplemonkey Nope. It's impossible to do without a custom or event-based behavior. I had one person who was interested in doing this but it was never finished.

  • Anyone here added quest / missions to their games? I'm doing this for the first time and would like to get some input on how to go about it. I have a few things in mind but they just sound...rough. My main idea is to just use dictionaries with a custom quest editor to create all the keys and default vals...so it'd be something like this:

    Quest_GetTheKeys_Description : String

    Quest_GetTheKeys_Active? : Bool

    Quest_GetTheKeys_Complete? : Bool

    Quest_GetTheKeys_Key1 : Bool

    Quest_GetTheKeys_Key2 : Bool

    Quest_GetTheKeys_Key3 : Bool

    Then when a key object is collected I'd run a loop to see if all 3 have been collected. If so, Quest_GetTheKeys_Complete is set to 1 and the player is able to turn it in.

    Thoughts?

  • This might help? I never understand how you're supposed to translate this stuff to C2 :T

  • Trying to install but it says info.xml is missing from the root.

  • chrisbrobs MatheusCastellar Yeah but I'd rather pay $10 for a solid, quality shader than get a busted one with no support for free. Sadly this has been the case for a large number of C2's 3rd party shaders and plugins so I tend to avoid them. If everything is free then there's very little incentive to create and maintain quality products.

  • LemonDROP You can use any kind of graphics or resolution you want! We're just using pixel art because that's our thing. Nearly everything is coded using variables instead of hard numbers so it only takes a few tweaks to have full HD game or whatever.

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  • Yeah that would be nice. The current way to do this is to "hack" it in with some program I forgot the name of.

    I only got it to work once and the icon was warped. Fun stuff...

  • Yeah and every one of them has seams..The "right" way to do this is with an effect like Scroll by Somebody. Sadly it doesn't seem to work properly on export and he disappeared a while ago.

  • Well this is just lovely.

  • Thanks for the links guys. We ended up going with GitHub (signed up for a month before discovering bitbucket) and SourceTree because GitHubs desktop client is pretty rough. Got a nice little workflow going now

  • Thanks I'll check those out.

    I wish game engines like this would stop putting everything in a single program. If we had external level, sprite, object, etc. editors then everyone could just work together in real-time over dropbox lol. Or they could use online collaboration like SuperPowers.

    Ashley Any chance either of these will happen for C3? GM:S has version control built-in, and Fusion 3 allegedly has GitHub built into the editor.

  • We've been using Visual SVN / Tortoise for a long time, following Ashley's tutorial on it. Honestly it's been a bit rough so we've decided to look elsewhere.

    We settled on GitHub last night. It seems really popular so why not. Anyway, I have a basic understanding of it all, and we've got our repositories set up and ready to go.

    Problem now is the workflow. Every tutorial/example I've seen is for contributing to massive open-source community projects and such. We don't want that. We just need a simple workflow for 2 people to work on the same project. I'm not sure we need to delve in to branching and pull requests and everything...can't we just push/pull on a single copy? Or, if anything, have a development branch to push/pull on, and merge it to the master branch once a week or so if there are no conflicts?

    If you've got experience with GitHub I'd love some input here. We're just trying to find the simplest, quickest, and safest way to collaborate. Without command lines, if possible. We'd like to stick with the github desktop client / online github.

  • Node webkit is packaged with the game so even blank projects exported with it are around 25mb.

    You must be using some huge images or music files or something. Our project with over 1000 images and 3000 events comes out to ~52mb.

    Edit: NW exports to 3 platforms as well. Is the filesize you posted all of them together..?