trueicecold's Forum Posts

  • You need to create a state machine... it's pretty easy and will allow conditional flow for stages of any process.

    Give your object an instance variable called "state" or somethung similar... then compare it's value for each stage of your machine.

    State =0

    --- do something

    Something is done

    --- set state to 1

    State=1

    --- do next thing

    Next thing is done

    --- set state to 2

    Etc etc

    ~Sol

    Well, it's basically what I wrote in example 1, only using states instead of actual check of the value/condition.

    I was hoping for a way of nesting it logically....

    Even if there was a way of inserting an "on every tick" event under a condition, that would be great, so I can nest them logically, although their execution order was the same as nesting the checks on the top most hierarchy...

  • I know this is a vague question, but let me try and explain with a few examples:

    I want a sprite to rotate 180 degrees over 1.5 seconds, and when it's done, double its size over 2 seconds, and when it's done, fade out to 0 opacity, and explode when done.

    looks like I need some kind of a timeline, which doesn't exist ni C2, as far a I know...

    I know I can use groups to make it LOOK better, but is there any way of creating dependencies of events in C2?

    so instead of (very rough pseudo code):

    Sprite - Rotate 180*dt
    If Sprite.Angle == 180
        Sprite - Set size * 2 * dt (just some psuedo code)
    If Sprite.Size = Sprite.size * 2
        Sprite - Set opacity to 0 * dt
    If Sprite.opacity == 0
        Spawn particle
    [/code:28apaqo7]
    
    it would be:
    
    [code:28apaqo7]
    Sprite - Rotate 180*dt
        On Done
             Sprite - Set size * 2 * dt (just some psuedo code)
             On Done
                  Sprite - Set opacity to 0 * dt
                      On Done
                           Spawn particle
    [/code:28apaqo7]
    
    Thanks!
  • > Im curious what one would consider to be a successful C2 game?

    >

    Successful, any indie game to me, would mean you can be a game dev and pay the bills.

    People all dream big though, and it's good to have those aspirations. Myself, I just want to remain a game dev and take care of my family doing what I love. That's a dream come true in this world.

    I can't predict whether that will remain the case in the next years, but for now, it's going okay.

    Couldn't have said it better myself! (although I wouldn't mind a few millions )

  • Can you please elaborate? you simply create a new nwjs pointing to localhost:50000 as its entry point?

  • Thanks , looks like it's working quite well, although i have tested everything

  • I was thinking about pressing play, and the work area is replaced by a built in browser. or in a different pane so that you can preview and work at the same time.

  • Couldn't find a "C2 suggestions" sub-forum, so I'll write it here

    It could be cool if you press the "play" button, it will open a chromium embedded browser inside construct in debug mode, where you can preview without leaving construct

    It could act just like a normal browser (port 50000), so remote devices can check as well.

  • Hello all,

    I have a sprite with a Platform behavior on it, and a sprite animation of "walking".

    I've noticed that the collision between the sprite and solids are with their collision polygons, but adding "Bound to layout" is calculated by their bounding boxes, and not by their collision polygons...

    So the way I see it, I have 2 options:

    1. Make sure all frames are at the same width and height, so collisions between other elements are uniform. This makes animations very limited (can't exceed the width of the frame).

    2. Remove Bound to layout and put invisible solid walls at the edges.

    In any case, this requires me to edit each and every frame's collision polygon so the collisions are perfectly executed.

    Is there another more friendly way of handling this?

    Thanks!

  • Add on start layout event, and destroy enemy

  • >

    > > Either method works fine... a separate "global" layout, or just outside the layout bounds (then destroy on startup).

    > >

    > > There's no real benefit to using either method, apart from calming any OCD tendencies you may have.

    > >

    > > ~Sol

    > >

    >

    > Actually I never thought of creating a layout with ALL objects. Cool solution, and saves event/actions of destroying on starup...

    >

    Please note the layout must be set as GLOBAL in it's properties, or else it may not work the way you expect it to.

    ~Sol

    Ah, thanks for the heads up

    Also, I imagine there's a performance issue keeping all those sprites alive rather than in a specific layout, in case we're talking about LOTS of sprites...

  • Either method works fine... a separate "global" layout, or just outside the layout bounds (then destroy on startup).

    There's no real benefit to using either method, apart from calming any OCD tendencies you may have.

    ~Sol

    Actually I never thought of creating a layout with ALL objects. Cool solution, and saves event/actions of destroying on starup...

  • After debugging and seeing what changes upon a jump - setting vector y to 0 did the trick

  • I have a sprite with the platform behavior. If I set it to enabled=false in the middle of a jump, it freezes, which is ok. Problem is, when I set it to enabled again, it continues the "physical" part of the jump. I would like it to just fall, reset the previous jump state...

    How can that be done?

    Thanks!

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  • that because c2 is full of bugs and don't give us a good performance for big games and don't give us a good size for little games so we can not have nice little game with a small size to be a hit or a big game with a smooth gameplay.

    just imagine if flappy bird had +30 mg size ! it simply coudn't be a hit

    or if clash of clans didnt have a smooth game play.

    Color Switch is 32mb. Didn't seem to scare anyone...

  • What are the famous Buildbox Games?

    Well, GameMaker has been around since 1999 so it's Userbase is larger and more proficient in the tool already. The more people use the Software, the higher the Chances that one of the games coming out is going to be a success

    Most notable is Color Switch and Phases. A great deal of their games is published with SketchApp with hundreds of thousands of downloads...

    And BuildBox is the newest app in the collection...