Tokinsom's Forum Posts

  • Ashley I think a few people are mistaking the latest chrome/NW issues with C2's performance...

  • Just for the record...a quality camera w/ shaking and literally anything else you can think of can be done quite effortlessly with events and no behaviors.

  • Can we please have basic collision checking for 9patch objects? (And while we're on the subject, maybe Tiled BG's as well?)

    I use them for "editor" objects like triggers, zones, and surface modifiers because they have resizable borders and can tile the icons I make inside of them; great for readability in the editor and standing out from the rest of the objects. Problem is I occasionally need them to interact with other 9patch & Tiled BG objects.

    I've also already made dozens of these objects with code and all..so it'll be a nightmare to swap them out for a different object type at this point :T

  • Also curious. I tried the steam demo earlier today and got some REALLY bad jank, sometimes over 2 seconds. I don't remember any NW version being that bad o.o;

    (Loved that whole intro btw. Very cute)

  • Somebody Thing is, C2 is developed and advertised as a full featured and professional game engine for creating advanced games that run on nearly every platform.. If it was meant just for prototyping and small tacky html5 games then no one would be complaining...or buying it afaic. Doesn't really live up to those claims either way -w-

  • Well if C3 is the plan Ashley better start quick...Fusion 3 is on the horizon and sounds very promising and every other engine is well ahead already. I don't really get the hype for C3 anyway tbh..sure an improved editor is great but the real problem is html5 and 3rd party dependencies and that is not changing.

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  • Sure C2 can teach some very high level programming concepts. I meant you don't learn how to do a lot of things yourself which in turn make you a better programmer and more confident in your abilities. Like...probably half of the feature requests I see are for things you can already do with events, but people don't even realize it because they rely so heavily on behaviors and never learned the code. The solid exception feature megatronx just brought up is a great example. People using other engines have already made that feature themselves decades ago with no trouble whatsoever...meanwhile we've been begging for Ashley to add it to the behaviors for 2 years now.

    And sure you can still make your own behaviors with events but I bet you half this community doesn't know how because no one posts that sort of thing...they too just use the behaviors. Thus they are forever stuck in that "noob" phase and limited to the behaviors feature sets.

  • Far as I'm concerned, the behaviors and all the built in stuff are to blame. Most other engines have you make your own platform engines and such, as well as level editors, data tools, etc. With C2 you don't really learn much of anything...so if you start with C2 you'll likely always be a "noob". Not to say I don't appreciate behaviors and all, but ultimately we'd be better off with more features to make our own exactly how we want..

  • As I said, the bullet behavior is too buggy for this. It doesn't handle corners well and occasionally bounces in the wrong direction.

  • I made a bouncy ball with the bullet behavior (increase gravity, bounce off solids, etc.) but it's kind of buggy and bounces the wrong way near corners. I'd like to just make one using events but I'm awful at this sort of thing. Anyone mind making or sharing a simple bouncy ball example?

  • Welcome to the wonderful world of browser based gaming.

  • eli0s *shrug* It's a feature that's been requested since the dawn of C2 yet still hasn't been addressed. It would require a decent overhaul of multiple existing object types including a tie in with an animator like sprite objects use, but stripped down. It also doesn't seem to be an insanely popular request with 5+ pages which is what it takes to get big new features these days. Not trying to be rude about it; that's just how it is with a 1 man team.

  • Would be nice to have this for Tiled BG's, SpriteFonts, and Tilemaps as well. That way you only need one per project and can swap between images as needed. Probably not happening though T_T;

  • Yeah global layers are completely different. Perhaps we could have a way to import layers and their properties from one layout to another? This way you can have unique layers for title screens and such, then for levels you can import layers from the first level. Adding or modifying a layer on all of them would still be a problem though..

    Or maybe a new layout property to share layers with other layouts with that enabled. You can then disable it for unique layers or properties.

  • +1 Some way to share layers between layouts has been requested a dozen times and is definitely something we need.