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  • Y'know if we quit using behaviors and taught people to use events to write their own, as it should be, then everyone could do this and much, much more themselves. And learn quite a few things in the process. Juuust saying.

    I still don't know, how could I make platform movement without behaviours. Could Ashley or someone else create a tutorial explaining how this could be done and workings of math used ( for jumping )? Thx!

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  • Again, I had a problem with choppiness of platform behaviour, but after switching to PlatformPlus, issue was gone. It was as simple as that.

  • As long as the rendering is done in OpenGL shaders (which I suppose Construct is doing) the impact on the frame rate should not be big.

    I would like to set up a tutorial for C2 but - unfortunately I don't know much about the engine...

    I could offer a free SpriteIlluminator license if somebody has time to work with me on a tutorial.

    Well, damn, I would help you writing it, but would not be able to help you on the programming side.

  • Hi,

    I'm looking for a way to make procedurally growing tree for my game, but I don't know how to go about it. Any suggestions?

    Thanks!]

    M

  • Don't go away yet! From top of my head, here are mine!

    Behaviours:

    Solid Plus - switch on or off collisions only between selected objects. Also support for isometric objects.

    RTS Plus - Moving objects can avoid each other, too not to bump or overlap each other.

    Array Plus - you can name columns and rows for ease of requesting data.

    Isometric Movement - For rts or iso kb/pad controlled games. Allows to set different speeds to different directions. Specifying at what angles those directions are. Also, eventually, allows for slightly bend turning if two directional buttons are held (for example: forward and right if controlling char trough kb or pad )

    Ladder/Bridge - self explanatory

    Plugins:

    Easy Menu - a plugin that easily lets you create menu's. Whatever can be done in ide, the rest can be set by events.

    Easy Inventory - grid based drag-n-drop inventory, set size and number of cells. Has it's own array for ease of access trough events.

    Easy HUD - Allows for creating HUD from predefined options.

    Minimap - self explanatory

    Dialog Progression ( for text ) - a plugin that lets you easily display text in succession. Additional option to create choices that appear underneath the displayed txt. ( ref. rpg maker )

    2d pathfinding - Pathfinding for 2d games, includes following other object.

    Aurel Would be even better if texture plugin would support manually changing textures quality trough in-game options in menu.

  • megatronx I remember someone was working on an XNA exporter a long long time ago, but I think along with the change from multi-export to HTML5 pure the options for third party exporters also went out the window (I was under the impression that at one point the plan was to have some sort of SDK/engine parts exposed to allow third party native exporters that were not HTML5/Javascript based).

    Ashley Would that still be possible?

  • Why there are no programmers yet, that would write exporters and put them up in the store, I wander?

  • To top things off, most people abuse the hell out of collision detection in construct since they have a poor understanding of the costs associated with it and the mechanisms behind it's operation. It's very easy to blindly apply collision detection throughout code for repeated conditions, but really most engines have a SINGLE collision detection run per frame because it's so expensive, when in construct you can end up with many many many collision detections per frame, which make things "tighter" at tremendous cost. Behaviors are also a big issue because of how general they are, the expense they incur quickly adds up.

    .

    As far as I remember, C2 compiles those in to one list on export/preview.

  • Because it already is

  • megatronx have you ever reported this behaviour with a real bug report? It seems odd that this shouldn't be fixable, especially if there is a 3rd party plug that does it right.

    Well, I didn't think of it as bug, until you mention it, but just as a bad programing. Maybe even assumed that it was only problem due to my events, and since there was instantly working alternative, I just forgot all about it. I also thought people might have known about it! I don't really know why I assumed that.

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megatronx

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