Tokinsom's Forum Posts

  • Unless I misunderstood the question you just need to run a loop.

    +For "" from 1 to 5

    -Create object at <x> + loopindex("") * <distance apart>

    then maybe set IDs to loop index and go from there.

  • Nope, because of half-tiles, slopes, edges, etc. as mentioned earlier. Only certain parts of the water tiles need to affect the tiles underneath, which can only be done through shaders or individually animated tiles as we did for the video I just posted in the OP - but that's very tedious and inefficient.

  • Seems everyone wants this feature for large-scale RPGs and such but I question how it benefits them at all. Maybe I'm missing something, but for a large project you'll need complete and total control over every aspect of your saved data which isn't what you're getting with save states. Plus if you're loading levels externally, which you probably should for said projects, then they're useless.

    For complex subscreens and such you want contained in separate layouts, however, this is a godsend. You could save state, go to said layout, return to the original, and pick up where you left off. That said, I'm looking forward to this feature :)

  • Thing is, the water is heavily animated. The image was just whipped up to show what I'm going for and is one of many possibilities. Currently we're using 2-tone water tiles + animated water tiles with about 8 wave variations depending on what is overlapping the surface. It works, but it's a pain to manage (half tiles, slopes, edges, etc.) plus we're using Tiled so they're not the easiest things to implement. Achieving this effect with a single water object instead would make my day.

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

    Does anyone know of a shader or maybe some canvas feature that can achieve this effect? It's important that the detail on the underlying texture be replaced with solid color (notice how you can't see the checker pattern when submerged)

    EDIT: The image seems to be throwing people off so here's a video showing what I'm going for (using animated water tiles instead, read second post for more info)

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  • Thanks for all the help, Tulamide. You've been invaluable to the construct community and always helped with everyone's projects as if they were your own. Hope everything works out, for you as well Newt.

  • This is due to your events. Combine the conditions of 7 and 5 to make one event. Then combine 6 and 4 into one event, but make it an or block. Now you get the same result on both walls.

  • 3rd post on this in under a week. Please try to use the search bar, guys. Nearly everything has been asked once already ^^

    Anyway, if you disable WebGL the effects will not show up in the editor. Not the best workaround but that's it.

  • Not sure about that. Lots of people have complained about performance issues in fullscreen and I myself have gone above and beyond to optimize my games to no avail (in fullscreen).

    Thing is, it doesn't seem to be the usual slowdown. Instead the animations slow down / become erratic, things start screwing up, and then if you add more objects or whatever the game starts slowing down. I never noticed it until I tried fullscreen in my projects with higher quality art / lots of animation frames.

  • Whiteclaws "Draw" as in holding left click to create a series of tiles/objects.

    Anyway, lots of people have asked about more layout editor features, tiles, etc. but it seems there are no immediate plans to add anything of the sort. The "solution" here is to use tiled background objects. Alternatively you can go all out and build your own editor, or use Tiled with RexRainbow's .tmx importer.

  • New sprite object > right click the animation frames panel > Import sprite strip.

  • Good points have been made but you can't deny that CC is unreliable and, well, dead. If it were less buggy and its output actually ran on most machines (dozens of posts on this) it'd have more of a fighting chance, but that is not the case. I don't see how anyone can spend so long on a CC project knowing all the risks, with not a soul to do anything about them. And what if you absolutely need a new feature? There's been *one* update since C2, right?

    If you've already spent years with it and know your way around all the quirks and bugs, chances are you can get something decent going. But even then it's stuck on windows..You can't expect new users to go through all that, especially since CC is not as actively discussed anymore.

    Now, on the flip side, the one real advantage I see in CC is that it allows more "traditional" development. You can set up an .exe packaged with external resources, read/write to disk, build and utilize all of your own tools, etc. It was more versatile and familiar in this regard and honestly makes it very tempting to go back. I feel there was certain way I made my games & tools in CC and C2 ripped that right out from under my feet and tossed me Node Webkit (2 years later & courtesy of a 3rd party) & Project Files instead - vastly inferior alternatives afaic. The only way I've gotten so far with them is using project folder "tricks" not covered in the manual.

    That said, sorry but I'm with Bartosh on this 100%. C2 was all about this fantastic modular exporter system and now we have, what, over a dozen half-baked 3rd party HTML5 exporters? I love everything else about C2 but when I've got team members hounding me about the possibility of reaching anything outside of a Chrome browser window I tend to regret sticking around. I have witnessed Scirra and their software grow and improve over the years so I firmly believe that things well "get there" one day, but man am I getting tired of waiting on HTML5.

  • You can get rid of the gap in the tiles by "offsetting" them based on an integer variable rather than moving them individually by, say, 60*dt.

    Taken from yesterday's thread on this. Basically you don't move anything by itself and instead set all objects' positions to a (integer) variable minus their original positions. The variable is always counting down - moving the objects left in perfect sync and preventing any gaps/seams. Eventually you reset this variable which is the tricky part since some tiles will still be on-screen. Might need 2 variables, the second based on the first. That's one way to do it atleast.

    If you're just using basic strips of land you can maybe pin each new one to the end of the last one.

  • That doesn't fix the gap between the previous and newly generated parts of the level though, just individual tiles.

  • You can get rid of the gap in the tiles by "offsetting" them based on an integer variable rather than moving them individually by, say, 60*dt.