teahousemoon's Recent Forum Activity

  • **

    Just read Foolberry's post, that sounds good too.

    And please report back if you discover that your "on tick" events were not the cause of the poor framerate, as it would be nice to know if "on tick" is actually as intelligent as you believed it to be and another issue was causing the low framerates.

    **

    Original post:

    Why not just "set text" when an action requires the text to change? The text won't go anyway until you tell it to change, i.e. "set text".

    This way the text responds via an event, and you can also 'follow' your actions with global or instances variables (depending on your needs). This can provide you with words or numbers to use in your text.

    Will this not work?

  • Where did you see an expression/function which takes a text and store it into the clipboard? I failed to find such option.

    "Text

    Return a string containing the object's current text."

    That is what I was referring to. I know it's not the clipboard, per say, but it is a means of gaining access to the text and reusing it. Is that not adequate?

  • I'm glad you support this idea, Sargas!

    I think a native implementation would be better than a handcrafted version each new project, plus there is a chance that 4 x,y locations along with z-value(s) would almost definitely be less memory used than a bunch of transparent sprites. And the workflow would be greatly smoothed :)

    Sc1 editor was/is awesome. I would like to have gotten more into sc2 editor, but just didn't have the vigor for it with such a small potential audience.

  • Let me know if you need a hand setting it up, I had some trouble myself.

    Also, Nuclear Gear art is looking nice!

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  • The Manual.

    You can use the text expression, found at the bottom of this page.

    Will that work?

  • Haha, very cool, and well polished so far as I can tell! Unfortunately I don't have much time to invest in it at the moment but definitely a lot more fast paced than the character's motion gives way to. Nice job!

  • Playmaker for Unity

    If this is the "small thing" for unity that you were referring to, I think you should look into it again. Anyways, it's your best bet.

    Here's a great, simple sculpting tool as well:

    Sculptris

    P.s. feel free to search the forums briefly before asking simple questions. You would have found this answer even faster doing that.

  • So I mentioned this in passing some time ago, but it's come back into my mind and, because I love the idea so much, I decided to bring it up once again.

    I think that a dedicated locations layer in C2 would save time and be altogether an outstanding addition to the editor.

    Before I explain in more depth, here is an example, from Starcraft Broodwar's Campaign Editor, of what I mean:

    <img src="http://dl.dropbox.com/u/70288481/starcraft%20editor%20locations.jpg" border="0" />

    If you look under the "window" tab, you will see that the layer that is active is the "Location Layer." If this layer wasn't active, the locations would be invisible. That's because the locations, which are just semi-transparent blue boxes, are nothing but location markers. They are the same as a transparent box/rectangle is in C2, except they aren't physical entities, so they needn't be akin to a pure alpha channel, but could instead be 4 (x,y) markers signifying its location.

    Anyways, I'm sure many of you are thinking something like "why add this, you can already do it with transparent objects?" While this is true, activating a locations layer is a really pleasurable, smooth experience. Once within that 'mode', your cursor would have 2 functions: to create locations that aren't yet made, and to select/move/resize locations that are already there. Likewise, simply double clicking a location could allow you to change it's name, or apply a z-value (or set of z-values) to it. Then, when you switch out of the locations layer, they disappear.

    I know that this might seem superfluous at first, but I just really think it would add an awesome new way to identify locations (as well as placeholders, since locations could act as objects and follow things, or do whatever else) into C2. For anyone that has used Starcraft Broodwars Campaign Editor, you know how fluid the locations system was, and how lost the editor would have been without it. While C2 is far from lost without it, I believe that it would add another candle on top of the cake.

    Thoughts?

  • Are you asking about Construct Classic or Construct 2?

    Construct Classic forum is lower on the page.

    In C2, there are a lot of ways of defining individual objects, we need more details to respond to your question. What do you want to do?

    Also, please search the forums (topright search box), look in the C2 Manual, and check Kyatric's FAQs. Most questions can be quickly and easily answered through those sources.

  • Another problem is perfoming actions on each newly created object. In this particular example - how to make each object reach each destination (the problem is - every time you click on create new object, movement of the prevous one is interrupted)

    You can use an instance variable to identify each object/frame that is created. I do this for my current project.

    So, when object is created [e.g. green_card], you can have the instance variable (IV) set to a new number. You can then use this IV number to identify only that card. Likewise, if different families or groups of cards move to the same location/in the same manner, you can set each new instance of that card/object with the same IV.

    Or, if you don't want to set each one manually, you can have a global variable (GV) track the progress of these cards (e.g. create green_card -> +1 to GV). You can then have each IV set to the GV, and use this as a unique card identifier.

    So it would look like this:

    On Create Green_Card;

         Change GV by +1

         Set IV to GV    --> NOTE: this might need to be an empty subevent,

                                       or one additional indentation

    AND

    If Green_Card IV = (x)

         Move Green_Card to (x,y)

    Something like that.

  • Wastrel, thank you for your response!

    While I am actively learning programming (python, C#, and maybe about to begin R), I am not yet in a position to be writing my own plugins, and while I dabble in js and plan to go in depth with it as soon as possible, it just isn't a priority I feel I can hold at the moment.

    What I gather from your response is that, should I desire the use of a codeless interface for developing my proposed app, something else would be better to use. I have a few ideas as to what that may be, but I would be ecstatic to discover that the project could be reasonably doable in C2.

  • This may be a silly question, but I'd like to go into my development process with a bit more confidence than I currently have.

    I'm looking to create a gamified productivity application via C2. The application will need to save data locally, and perhaps online, without any difficulty, and will need to allow typed input that can be saved. Much of the data will need to be able to be maintained indefinitely. Also, the screens will be mostly static, outside of tabs, pull downs, and things of that nature.

    I understand that C2 is not designed for this type of a project, but I'm just curious if anyone thinks that I should look to use a different tool for creating this. An explanation would be appreciated, if you can offer one.

    I would really like to use C2 for this project, but I don't want to find out heavily into it that I've chosen the wrong tool for the job.

    Any advice/input?

    Thank you!

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teahousemoon

Member since 4 Aug, 2012

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