Tokinsom's Forum Posts

  • I love how someone will say the templates/examples included with C2 don't run well on mobile devices and you guys blame him for not optimizing them. They are more or less stripped to the bone already.

    Sure, mobile games need far more optimization than their PC counterparts, but the point they are trying to make is the exact project will run 100 times faster in, say, Unity or Cocos2D or something.

  • What? No. You buy one license and that's that.

  • Nope. I upgraded from an ~8 year old western digital hd to a samsung 840 pro ssd not too long ago and there is no noticeable difference in preview time. Export, save, and load times are better though.

  • Kinda depends on the game..I've got some 3 year old projects that run just fine and others that are completely wasted now. But imo C2 will never be truly stable as it relies too heavily on 3rd parties. For example NodeWebkit/Chrome and browsers are constantly changing and so are your games as a result, so there's a good chance you'll never even know about it unless there's a fuss on these forums somewhere.

  • Mulletfingers999 Sorry, this is really old and I no longer have any of the files.

  • ]

    Bumper's Quest Preview 3

  • This is hardly a "complex" platforming mechanic and does not require a whole new behavior...

    +Player is jumping

    +Jump key is not being held

    -Set object.platform.vectorY to 0

    ...or instead of 0 divide the current vectorY. Either will "cut" the jump when you release the button and give you a variable jump height just like megaman and so on.

  • I'm with Shinkan and Irbis on this one. Each property SHOULD have an action/condition/expression to go along with it so it can be manipulated at runtime. It's common sense.

    Though honestly I think behaviors should be completely dropped from C2 because

    -They can be made with events

    -Would be far more customizable

    -Would teach the user how to code better

    -Would clear up numerous bug reports and beginner topics

    -Would save Ashley a lot of time.

    buuut I doubt that will ever happen so whatever..back on topic..

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  • The Iconoclasts has been in development for over twice as long as Construct 2 itself has, so of course there isn't anything like it right now. Also, not all C2 games can be found here on the forums...

    As for other engines...from my experience GM:S is buggy as hell and has tons of conflicting documentation, Fusion 2.5 is actually more powerful than C2 in many regards but is absolutely riddled with poor design choices, and, well, Unity is in another league, really.

  • +1. A way to "pick up" or copy/paste tiles is definitely needed. Same for shifting tiles because you have to resize the tilemap canvas along with the layout which can potentially screw up the whole thing.

  • All you can do is use the color replace shader and change the parameters with code. Unless there's a 3rd party plugin that can retrieve the color of a pixel - then you can use a palette image and offset variables instead of typing them out.

  • Downscaling quality doesn't seem to matter here - they are warped no matter what.

  • This has been brought up a million times and there has never really been a definitive solution. We desperately need some more options here! Ideally we could do something like...

    +If Instance (with value of x) collides with Instance (with value of y)

    -Pick Instance (with value of x) and do this

    -Pick Instance (with value of y) and do that

    You might be able to pull it off with functions or something but eh...good luck.

  • In CC I would do this by creating a pallete image/object and using the Image Manipulator to pick up the colors of pixels + offsets, then apply them to an object via color replace shader. C2 doesn't have an image manipulator though so you'll have to input the color indexes manually...which probably isn't worth the trouble.

  • Eh it sounds like something that would have to be built into C2. Here is how I handle metroidvanias (overview in the video description)