Tokinsom's Forum Posts

  • Yeah, more or less the same as using families but instead of hundreds of objects populating your objects/families lists there's...one. Both ways have their pros and cons.

  • I know very little about XML so the only workaround I can think of is separating the individual messages with a dash or something and using TokenAt(text,index,delimeter) to display the message, with index being a variable that is added to upon user input.

  • It wouldn't be too hard to make a little app yourself that can do this. Basically a tile-based level editor but instead of placing tiles you select the cell and give it the text from a nearby text box or drop-down menu. Actually I think someone made something like that for arrays in CC. Might look into it!

  • I think event sheet includes & sub-folders are what you're looking for. With them you can program each little aspect of your game and then later on bring everything together. No need for "master controller objects" ^^;;. Reminds me of my clickteam days. Also I don't see any need to localize variables unless you're making an RPG or something. Another thing that might help is "objects in objects" - keep all, say, collectibles, as a single object with different animations for each one. Can work for enemies too. I did that for Bumper's Quest before families were implemented and it worked very well.

  • I had made a fair amount of tile-based level editors before the .tmx importer came around.

    This one was in C2..what a nightmare.

    <img src="https://dl.dropbox.com/u/105711543/Images/Editor_WIP.png" border="0" />

    This is the biggest one I made in CC..Was pretty cool because you could rotate tiles & objects, and groups of tiles like big tetris pieces ( Thanks again tulamide ). All objects and properties, tilesets, and BGs were chosen in the list boxes. There were also extra properties like "highlight current layer", zoom, scroll speed, and a drop-down menu to choose level properties like music.

    <img src="https://dl.dropbox.com/u/105711543/Images/CC_Editor_WIP.png" border="0" />

  • Currently event width and settings like "Show Add Action Links" are event sheet specific...and layout settings like "Grid Width" & "Grid Height" are layout specific. Also "Show Add Action Links" is reset every time a project is opened, so if you dislike them you have to uncheck this setting for every event sheet every time!

    That said, would it be possible to add an option to apply these settings/properties to all event sheets & layouts, and for C2 to remember them?

  • It's been brought up a million times. Basically Scirra is a small team and can't afford the time to make native exporters. Additionally, each plugin would have to be re-written multiple times for each exporter. I don't see CocoonJS or AppMobi or Phonegap or any wrapper of the sort being the solution either especially now that they're just playing the blame game, but I'm 99% sure we're sticking with 'em anyway.

    I think the plugin thing is the main reason Scirra won't consider it. Personally I don't like the idea of 3rd party plugins (and only use 2, 1 of which I can remake with just events) so nixing them in favor of native exporters is fine by me.

  • Nevermind, figured it out.

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  • So I'm trying to add key mapping to my options screen but key codes work differently than what I'm used to.. I get that you can use "on any key pressed" to append keys to a string or something...but then what?

  • Yeah we did, but if it's just a list to show what's been created in CC then it qualifies, no? Also "Blot" might be another one to add, though it was also abandoned last I checked. Oh and "Legend Of Princess"...or was that MMF?

  • Hmm..Wall Jumping / climbing / ledge grabbing are easy to implement with just events. "Realistic" platforming mechanics are just a matter of tweaking variables and setting more restrictions..variable jump-height is also easily implemented with events..

    It's not that I don't support the idea but Ashley says even the current platform behavior is getting very complicated and..eh. More features, more room for bugs.

    I've actually been thinking of suggesting a simpler platform behavior because it's less prone to bugs. Like right now the slope detection causes a few bugs elsewhere, so if we could just disable slopes entirely then they'll stop screwing up my game that doesn't even have slopes!

    So..hm. If this does happen then I suggest more modularity..

    -Set up collisions with events like the custom plaform object in MMF. This alone opens many doors, allowing any platform object to interact with exactly what you want at any time. Restricting it to solids & jump-thrus was a bad idea.

    -Enable/Disable features at will (slopes, rotation, etc.)

    -Enable/Disable acceleration/deceleration

    -Add "modifiers" to easily adjust properties when walking through slime, being in water, etc.

  • Maybe Minitroid? It got a lot of attention in the CC days but I'll leave it to you to decide if it was a good game or not ^^;

  • It makes perfect sense. Things can get cramped at times in screen-by-screen games so this mechanic helps even things out. This one in specific allows you to jump over spikes or enemies in narrow corridors, and makes it much easier to jump around a tile (bottom to top) without bumping your head and losing your momentum.

  • How do I make it so my player (using the platform behavior) doesn't start falling immediately after bumping his head on the ceiling? Instead I want him to hover along the ceiling for the remainder of the jump and continue the jump if there is no longer a ceiling. This mechanic is usually found in screen-by-screen games like La-Mulana or Hydra Castle Labyrinth, and early Castlevania I think.

    I've tried using events but nothing worked too well. It would be cool to have this as an option for the platform behavior so it'd work for enemies and such as well, but if anyone knows of a way to do this with events that would work too!

  • There aren't many ways to enforce that even if it did make sense. Personally I think C2 is dirt cheap for what it is, especially during the early adopter period which lasted for mooonths. If not, well, wait until a competition I guess, licenses are given out all the time. If not, well, **** it up and spend a little money XD GM is charging like $150 just for a single exporter and I hear they're buggy as ever.