mrtumbles's Recent Forum Activity

  • Because the events might end up getting complex in the future as I add more solid objects, and not all objects carrying the solid property have this enabled.

    Construct classic had this functionality OOTB - you could select the 'Solid' attribute in place on the selected object in the 'on collision with...' dialog - hence my hope there is some way of simply checking for collision with a solid.

  • Would that not have the same effect as doing the collision checks on the bullet itself?

  • I have a bullet which bounces off solids. When it bounces, I want it to decrease in speed, and generate a particle effect. How can I detect a bounce, in order to do this without performing a bajillion 'on collision with' conditions?

    Edit: Other factors control the angle of the bullet - so detecting an angle change isn't accurate enough unfortunately

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  • It does! Only a few at present, but the full list planned for release is:

    All basic tools (single strokes of letter keys - rush, [E]raser, [K]rop,

    atch, catter, [C]opy, [V]aste, dropper)

    Previous/Next Patch ( [ / ] )

    Layer selection (Ctrl + 1/2/3)

    Save/Open project (Ctrl + S / O)

    Undo/Redo (Ctrl + Z / Y)

    Thanks for giving me a good excuse to write those down by the way. You may have noticed the ability to store 'patches' for convenience - it would be nice to be able to hotkey some patches, but I'm sure that would require ground-up rewrites of some areas so may have to wait for now. Thanks for the question!

  • Regarding that issue - Laid (as you may have noticed) does have layers, which are always exported separately. Lots of opportunities for handling multiple tilemaps!

  • What's wrong with Tiled?

    I'm aware this question was aimed at another commentor but it deserves answering by me anyway

    Tiled can be a little impenetrable for new users. This is partly due to it having advanced functionality that's not supported by Construct 2. Between those two things it seemed to me that there was room for another tilemap editor that forms a halfway-house between the inbuilt C2 tilemap editor and Tiled in terms of usability - and hopefully on-par with Tiled when it comes to Construct-compatible features. I'm not saying there's anything wrong with Tiled - but perhaps there's something a little bit right-er for C2 users

  • Hey guys!

    I'm working on a dedicated advanced C2 tilemap editor (herein referred to as 'the Editor' or 'Laid').

    FEATURES

    Advanced tools like 9-patch, random fill, layer operations, copy and paste, and a 'smart brush' which automatically tiles areas of any shape - so you can tilemap even faster!

    Designed for Construct 2 tilemaps, able to export in JSON and TMX formats for easy importing into your C2 app.

    Highly transportable data: Projects can be saved in their entirety (including layers, metadata, brushes, etc), or exported as PNGs with transparency; individual layers can be exported and imported as TilesJSONs; brush presets can also be saved separately; metadata can be exported as array JSONs.

    Tile metadata tool allowing the developer to pass information about tiles back to C2 to help easily develop dynamic and interactive levels.

    DEVELOPMENT

    I've been working on the Editor since Tilemaps were first introduced to C2, as a tool for my own development. It's only in the last few weeks I've started consolidating all of the features into a single build after I forked it several times to work on specific projects - and it gathered a name along the way: 'Laid'. Most of the work the last few weeks has gone into user interface, usability features, and so-on. If there are any feature requests leave them here and I'll get back to you ASAP <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    If you want to follow development more closely I've got a Twitter feed where I'll post gifs, murmurings, and occasionally polls - it's here: http://www.twitter.com/chilly_durango

    FORMAT

    It currently comprises of a single application (no plugins required!) which can work entirely independently of Construct 2. The user can create a tilemap in the Editor, and import it into C2 either as a TMX in the layout, or as a TilesJSON in the event sheet. Importing metadata is slightly more complex so I will include example .capx's to demonstrate usage.

    RELEASE

    I'm still not completely satisfied with the stability of a few features. Stability is key, naturally, as this is a tool - there has already been pressure for me to release early and I want to stress this will not happen. I'm sure we all know how frustrating it is to work with a tool you can't rely on.

    I am keen to hear from anyone who wants to be involved in testing, though - please send a PM if you regularly work with tilemaps, have used other tilemapping applications (such as Tiled), and are interested in testing this application before release.

    Edit: I've set up a Tumblr where I'll discuss, explore & explain various features of Laid, you can find it here:

    http://chillydurango.tumblr.com/

    TLDR:

    I made a tilemap editor dedicated to C2 users.

    When? Soon.

    Want to follow development? http://www.twitter.com/chilly_durango

    Want to be a tester? Send me a PM or tweet.

    Feature requests? Reply here.

  • Advanced Key Binding — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-game-templates/advanced-key-binding-2298

    <h3>PLAYABLE DEMO AVAILABLE BELOW!</h3><div class="deshr"></div><h3>ADVANCED KEY-BINDING</h3><div class="deshr"></div><p>Modern keyboards are arranged in a variety of different ways, and it is very important to ensure your game can be played by as wide an audience as possible. Common bindings like WSAD may be comfortable on many Western keyboard, but many European and South American countries don't have this configuration. These are vibrant emerging markets for developers to exploit, and so it is wise to include a control layout that can be dynamically and easily set by both the user and developer.</p><h3>WHAT'S IN THIS CAPX?</h3><div class="deshr"></div>

    • Dynamic control functions that output in human-readable terms, making it very easy for the developer to move forward with designing their game.
    • In-built error protection to prevent mis-setting of keys.
    • Defaults which can be loaded by the developer or user (experimental - use with caution).
    • Fully commented events, example included in CAPX, and complete 'HELP' documentation to enable you to set up the CAPX with ease.

    <h3>WHO IS THIS CAPX FOR?</h3><div class="deshr"></div>

    • All users should be able to use the CapX to establish their own customisable control scheme.
    • Most users will be able to to customise the included events to make more complex controls.
    • Some users will be able to add even more advanced functionality to their control systems using the existing systems.

    <h3>Looking for my other assets?</h3><div class="deshr"></div>

    Use this topic to leave comments, ask questions and talk about Advanced Key Binding

  • As above works perfectly. Thanks so much Backend, Ciprian on facebook, and everyone else who helped

  • IAP processes now cause game-killing bug with no error reports! Hope your suggestion works - I see you've got your 'restore purchases' triggered by store listing succeeded, maybe that's part of where I'm going wrong.

    Here I am now:

    I honestly think my brain's half-fried. The other half's scrambled.

  • So far, switching to Cranberry's CordovaIAP plugin and using restore purchases hasn't worked.

    Glad to finally find a place to put my app key though, as that part is entirely missing from the official plugin.

    It shouldn't be this difficult. IAP is the de rigeur for paying for apps.

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mrtumbles

Member since 1 Jan, 2013

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