vtrix's Recent Forum Activity

  • thanx, needed to refresh my memory on this, was trying to set the variable thru code , but you set it basicly in the var dialog box

  • i'm trying a global constant and it does not appear in dropdown for changing the global var,

    normal globals are in the list, am i missing something?

  • agree with post above, re-using code and be able to do it fast is pretty important, i think the change in functions was actually a huge step towards this, because referencing to functions is now more easy to code-check which i believe was one off the bigger problems.

    I suggest moving in steps, each step could already help in copying pieces of code to new projects

    step 1 export section of code to new project

    -export all references to a new project (layers, plugins, sprites, variables,... )

    step 2 convert new project

    -prepares the code and objects for better import

    -add an unique identifier to all names and variables to eliminate nameconflicts

    -the code now references this new unique identifier

    step 3 import from a new project

    -create layers

    -plugins (check for existing plugins versus the import to decide what needs to happen)

    -import sprites

    -add variables to objecttypes , sprites, etc..

    -import events (if everything exist and has correct naming this should not conflict anymore)

    step 4 an automated design that processes this steps in one go

    after this process user renames some of its naming and variables to better work in current project

  • i think my initial problem was this

    if you go to a construct.net stable or beta , it automatically sends you to the url of a certain version, at that point you install or bookmark, then it locks you with the url of that version, this means you're always coming off an old version

    the only way is to uninstall or make a new bookmark for the updated version

    so the best way to have the latest beta version would be to edit the bookmark to go directly to

    editor.construct.net/beta

    i dont really see how you do this if you installed as an app... other then reinstalling

    either way, i now installed the beta for desktop, so i can set my wacom pen preferences for construct different then my browser

  • i have the same thing happening for a long time and its confusing and i really thought it was some bug in the update process, if you opt in for beta releases, it should replace or update your active version with the latest (beta-release), so next time you launch it doesn't ask again

    i have mine installed as an app on chrome

  • Dayvid86 not sure if i understand your logic for several objects

    if you group select, cut and paste, all the objects will be paste on the active layer, that is standard way

    what we are talking about is when you click an object , the layer it's on will be activated,

    that does mean if you would copy and paste an object it would stay on the same layer (correctly so)

    it also means if you cut an object , then select another object and do paste , you know its on the same layer as the object you previous selected (this is not possible right now)

  • if you're comparing photoshop you have to compare it with layer-groups in photoshop, the layers within are the objects or the sprites

    if you have a "UI" group , clicking or selecting one of the "UI"-elements, jumps to the group that element is in, newly created objects will be on top of this selected object within that group

    in construct, if you select a button on the UI layer you are not actually working on that layer, so you always have to double check what layer you're on..

    while if you established your objects on various layers, they work as a shortcut to the layer you want to work on

  • +1 i hope this gets some attention, its been the reason for misplacing objects

    once you established your layers and objects, selecting the object should put you in that layer,

    it's more intuitive to work like this, you know a certain object belongs to a layer, so selecting that object and then creating a new object will also be on that layer

  • Pretty exiting feature, could be very powerfull, the way its implemented, ease of use will be key, i agree with tunepunk

    I hope there wont be some hard limitation on the way things get replayed, i immediatly wanted to scrub thru my animation, its pretty much a must have for a timeline, i would say even the animation player should have this..

    it will be helpfull to replace hard coded motions and have more visually control over it, not to mention saving lots of time...

    you simply play that sequence from where it currently is, there just lots of usages and you can still have code working on top of it, like shooting every second for example

  • I think i had the same confusion once how that worked i long time ago, and i see its still the case

    it presumes that you setup the stage with all your base objects

    if you multiple instances, its not clear what the prototype is, its more a managing thing at that point

    why they do it like this?:

    in the end, i think its because its easy to set up initial value's for the prototype like this , so you dont have to specify or change certain properties manually, easy for testing like different sizes, etc..

    ---

    on the other hand it could take and set basic default properties, then you change in code once created.. and trow away the need for instancing objects in the level editor , it would be more a standard way of working,

    not sure if its worth changing it at this point..

    perhaps a button that directly jumps to the prototype that will be used , is faster and easy

  • some of the avatars don't show and show a long description instead, resulting in bad readability and layout issues on the forums

    is this some cache isue or something?

    some (not all) when clicking on them seem to exist on the page, and when returning these load in

    a default "no avatar" might be a solution..

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  • I think the real problem is, if the functions needs certain objecttypes like a sprite or array, so if i understand correctly your basicly asking for modularity, and it hasn't been officially adressed how this would be handled,

    in other engines you have a script or set of functions that work with certain datatypes, the engine warns you that certain object doesn't exist, you then select the right datatype or its filled in.

    currently construct needs an objecttype to exist if you want to connect events to it , for example a camera function would need some "object" to follow, maybe relies on the keyboard plugin, maybe this object to follow has some variables etc...

    so it would need some of the same functionality that basicly makes it fast to import eventsheets that relies on certain objects

    if you ever copied over some events from another project you know what hassle it is

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vtrix

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