Tokinsom's Forum Posts

  • Nesteris These guys have been using GM for like 10 years and the game went through a number of iterations over the course of many years, it seems. Just sayin.

    Anyway, not much to learn from it but I enjoyed the watch.

  • Bump.

  • Ha! Well David Clark (programmer for Ori) was the other programmer for Construct Classic iirc, so it'd make sense for them to do some prototypes or whatever with it.

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  • Yeah it'd be pretty cool if it ran in NW.js. We could maybe get live previewing akin to Unity and everything in-editor would be more accurate to the final product, among others.

  • Tested this on my desktop and I'm somehow getting the same bug :T My teammate says he's not getting it in the .capx above nor the actual game though. Oy...For the record, this is also happening with all my game objects, not just the player.

  • Eh, I'm on the fence about it and don't think it'll happen anyway.

    "How would this benefit the C2 community?"

    If people want to see what C2 can do they can look a little harder. There are numerous good looking C2 games on Steam / Greenlight, and many more still in development. I dunno why it has to be said so much but most "real / serious / large-scale/ high-quality" games that would fully utilize C2 take as long if not longer to make than C2 has even existed. They would've had to begin development when C2 was still bare bones! Anyway..a lack of good games is not the problem; its getting the existing ones running properly on all systems and platforms.

    "How might this help Scirra?"

    Far as I know Ashley is well aware of all the problems we face using C2. He just can't do much if anything about them and so continues to target those who don't know better until things get sorted out. What options does he have at this point, really? It's clear that native exporters aren't happening, and it's too late to ditch HTML5/JS.

    saiyadjin It's "The Next Penelope". I made that same mistake earlier for some reason lol.

  • Nesteris I get your points but you have to consider that GM is like 15 years old and many of the popular games made in it were by veterans. Having lots of games for it doesn't mean it isn't still buggy and obtuse. MMF2 is considered one of the most antiquated and poorly designed engines out there by some, yet it still has a lot of successful and popular games and even more on the way. Also, C2 has more games than you think. A few are even doing well on Steam. Either way, Unity is ultimately superior to all of em so anyone looking to jump ship is probably better off with that.

  • Everyone would have switched to Unity or GMS if it were that easy. Thing is...how many of us can create games of the same calibur using them? If you don't know C# or JS then it will be years before you can even begin making decent games in Unity. Even then I find the workflow to be completely bonkers in comparison. Seriously - go check out how to create and animate a simple sprite-based game character. As for GM...it's an incredibly buggy and obtuse piece of software if you ask me. I am truly baffled by how popular it is.

    Frankly I (and a large portion of the community it seems) would be happy with a single native windows desktop exporter, and have no problem waiting for other native exporters down the road. This whole multi-platform craze is ridiculous and every engine out there is focusing far too much on it instead of features to make better games. HTML5 will likely never reach its full potential on consoles and mobiles anyway so forget about it already. Ya tried it, it didn't work, move on.

    Ahem..anyway..starred.

  • What the hell. Maybe it's a driver issue then? The effect was working fine in my game for over 6 months then all of a sudden it breaks and absolutely nothing I've tried fixes it. I've wasted hours!

    UPDATE: Drivers were up to date. I discovered the bug only happens while previewing the game; the exported game is fine. This is exactly what I'm seeing:

  • Problem Description

    The color replace effect is only working properly on certain frames of my sprite object despite every frame having the exact same colors. It isn't working on some tiled background objects either. I think it might be something related to the tolerance parameter because some palettes I'm trying to use do modify the sprite's colors a tiny bit. Also if I put the tolerance to, say, 100, then the colors aren't what I want but at least they work with every frame. This bug only occurs during preview, by the way.

    Attach a Capx

    https://dl.dropboxusercontent.com/u/105 ... orBug.capx

    Description of Capx

    Contains 1 sprite object w/ Replace Color effect that plays a new animation each second to demonstrate the bug.

    Steps to Reproduce Bug

    Just preview the layout and watch.

    Observed Result

    The object's red color is only replaced by green on certain animations/frames.

    Expected Result

    The object's red color should be replaced by green for all animation/frames.

    Affected Browsers

    Tried on NW, Chrome, and FireFox.

    Operating System and Service Pack

    Windows 8.1

    Construct 2 Version ID

    Tested on 200-204.2 / Capx was built in 203.

  • People are still attempting mobile games with HTML5 / C2? Huh.

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  • 1) Overlapping at offset is a very important feature.

    3) Events are read top-to-bottom and event order is more important than a lot of people think. Perhaps that's the real issue?

    Proper bug reports should be made.

  • I thought it was common knowledge that things work a little differently on export. So technically we've all been doing the bug report. For a long time.

  • Geez. You might just want to consider smaller areas if not for performance gains. I've seen and made many large megaman / metroid type areas before and 10% was too far out lol.

    On that note...faster scrolling while dragging is definitely needed, and being able to "find" objects like in Unity would be great as well. (select object > press F > camera pans to object)