Vilehead's Recent Forum Activity

  • Okey... so. To put it bluntly. How can i force an object to push OUT or IN of another object in C2. It was a childplay in CC but in C2 the Custom Movement is like broken.

    <img src="http://img208.imageshack.us/img208/2528/kyzt.jpg" border="0" />

    Just look at this. Do i have a broken copy of C2???

  • so, basicly (trying not to sound dramatic) C2 is a web-app maker now?

    With an option for a stand alone platforms...?

    If yes, then... wow. I don't know when i was soo disapointed last time.

    And no, i am not trolling or anything. I am just incredibly sad.

  • studioG, this thread is from December. It is now out of date, 'Else' was recently added to Construct 2.

    So where is it? i don't see it in System Conditions

    EDIT:

    Nevermind. It was gone due to bad placement. Found it.

  • The problem isn't it's difficult - it's easy with the WebGL renderer. It's just that in canvas2d mode it wouldn't be supported. So Safari for iOS, older Android devices, old desktops with blacklisted drivers, IE9-10 and a few other platforms wouldn't support it. From the eyes of the user, this basically means "argh my game is randomly broken".

    Then this problem is not a problem at all.

    Please remember that when C2 was made with web apps and tablets in mind - a huge amount of people use this do develop a serious windows games. Games you can actually SELL.

    So i am talking Node Webkit. So as long as the game will work just fine as a regular game i really couldn't care less if it breaks on smartphones or web as the game will never be in such format.

    Just let it be optional from the Project Section. Let the user chose.

    My target audience are people on normal stand-alone home computers with Windows, Linux and iOS. Maybe tablets.

    So if a switch from Canvas2d to WebGL would be made, this fellow user would be "argh everythings fine".

    As i said, just let it optional. So the users can switch betwen those two.

    Out of curiosity: how it was made in CC? It worked perfectly there.

    The bottomline is: you are missing a feature that is available preety much everywhere else. Now what? You guys are a pack of heck of a briliant minds - i refuse to believe you cannot figure out a workaround.

  • Some of those features are difficult to pull off in the canvas2d renderer and would probably only be supported with WebGL. We're very cautious about adding features that only work in WebGL mode, since it can make it difficult to port your game.

    Ashley, as i said, i am not saying its piece of cake. I am sure if it would be - it would be already done. But this doesn't change the fact that its needed.

    You think making games is easy? The shortest, playable i ever done took me 2 months. But still - i did it. And i believe you know this just as good as i do. I am not a priencess sitting on pillows telling people what to do. I am fully aware (even if i don't know the details) that if you claim that something is difficult - it means just that and nothing less.

    But difficult doesn't mean impossible. And the stakes are high.

    Fully functional TiledBG from what i researched (after making this thread) is something being offten requested. And how usefull such object is - i should not need to explain.

    Whats the exact problem with it anyway? Whats with the WebGL? I mean does it work in HTML5 only? If you could explain please. I won't drop my request, but i might understand better.

    It took me a damn while to finally force myself to switch from CC to C2 and i've been stroke how many features are missing or unfinished.

  • This is asked many, many times. Most recent thread is HERE.

    Then i really don't know why its not present in C2 already.

    I've been aware that other people might share my view point but i wanted to add my personal cry.

    I wanted to make this topic long time ago and with each new update i hope to see TiledBG getting an update. Just gotten a bit tired of passive waiting. Especialy as a fair share of new content, that is being added frequently, have no use for me.

  • Hi guys. I'll try to keep this clean and blunt.

    TiledBg object in C2 is very undeveloped. To the point where it misses a lot of its major functionalities.

    Just recently i have switched from CC to C2 so i was incredibly suprised how handicaped the TiledBG is in C2.

    In CC i could Offset the TiledBG image, rotate it, scale it. When in C2 its all gone. I did some research and i know that you had some troubles even coding the whole TiledBG into C2, but the difficulty should not be an excuse when we're dealing with comercial product, such as C2.

    I would like for you guys to finish TiledBg or at least develope it to the point where TiledBG in CC stands. To encourage you i will give you some examples:

    1. Animated BG without the need of extra animation frames

    You just keep offseting/rotating the TiledBG.

    2. Randomisation

    You could take any seamless texture, make it as a TiledBG and set a Random offset for the graphics to make each level diffrent.

    3. Beams, lasers, energy bars.

    In this case you could have a nice looking "animated" laser effect with evergrowing offset on one axis, simulating energy beam.

    4. Size changing, animated elements such as Interface.

    Like lifebar or energy bar that keeps on moving (offseting or rotating)that changed its size but doesnt go outside of set boudaries.

    Those are just a basic examples, that come to my mind in 2 minutes of thinking. I had a long list somewhere but i couldn't find it.

    I request for TiledBG to be developed at least to its CC version funcationality.

    Regardless of the costs. Its vital and crusial and will not only make many thing easier but will also introduce many features impossible without it.

    Especialy as the whole TiledBG idea/concept is propably as old as gaming in general. Its been here from like always and should not be ignored. Especialy when rival softwares has this. So you are like missing a feature that everybody else has.

    Take no offence from my words. I am not trying to insult anybody.

    Just requesting a vital and powerful feature.

    And please don't tell that all those can be emulated in another ways.

    Sure they can be emulated, but its not the case.

    You can use a car to drive 100 miles. And do the same on foot. But if i have a choice - i prefer the car. Thats what progress is.

    Kudos.

  • just swicthed to Unreal 3 engine.

    sh*t never looked so good.

  • Thank you. It actualy is. When testing i offten found myself actualy PLAYING it instead of testing heh.

    Its about Cows in space, eating rotten eggs. You fight various enemies like meatgrinders, horny farmers, flying saucers, butchers or space cowboys or Fat People. You fight all of them by shotting various kinds of milk from your udders and poop from your butt. There are 22 enemy types, 16 cows, 16 perks, 16 power ups and 8 game modes. The most of the stuff has to be unlocked in Milk Bar by spending points you earned from playing.

    The game cannot actualy be "beaten" per se. Its mostly about trying to survive for all long as you can, eating eggs, killing enemies and gaining expirience/Level Ups on the way.

    Its quite simple, kind a old fasion when games doesnt need to have AAA graphics, million dollar budget and 300 people working on it.

    I am trying to go all the way back when games were actualy just... fun to play you know? When it was a source of joy and entertaiment not semi-interactive movie treating players like retards with invisible walls everywhere.

    The name is Rotten Eggs Eating Cows.

    REEC for short.

  • Couldnt ressist. Its hard to dev a game in total secret.

    Without feedback you recive much less motivation.

    I am sharing this here and here only.

    I still need about a week or two to finish the game.

    Then a week+ for establishing a internet store.

    Intro+Menu

  • Have you tried measuring the cpu usage when moving the mouse without previewing? 5-7% is likely just caused by Windows posting notifications of mouse movements.

    this sounds ridiculous but

    my gawd Rojo lol you are right!

    But this is madness O_O

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  • a friend of my confirmed that its not only on my end. The mouse movement in general eats about 5-7% CPU.

    This is a serious issue.

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Vilehead

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