Colludium's Recent Forum Activity

  • Ooooh - shiney! Thanks R0J0hound - checking it out now!

    OK, not quite what I was hoping for unfortunately. Looks a bit neglected - no bad on the author who did a great job of setting it up - maybe it needs some love?! But I am cautious about 3rd party solutions (as always) because what if the server's bills aren't paid - what happens to all of the data etc. I would much prefer a scirra.com solution.

  • I know, I know, there was a thread in 2013 about this and it was suggested that the tutorials were probably a better place to store community knowledge.... so the idea died with that conclusion.

    I think history has shown that maybe the tutorials are not the best place to store community/collective knowledge. Aside from the fact that they have been closed for a while now - they were not configured for data input by multiple users and the very broad indexing means that it's hard for anyone to browse to info they might be interested in learning about.

    What I request is that the establishment of a c2 wiki is considered (and implemented ). This would allow information regarding 3rd party plugins and wrappers - like cocoon.io and nw.js - to be be kept in one easy to read and accessible place. If someone discovers a new method of beating a chrome driver denial system then they could add it to the exporters/html5 section. Presently, most really useful info is often embedded inside one of many multi-page forums - and some real gems are hidden away. Anyone know to quickly find the latest nw export hacks, for example? No - me neither...

    The sharing of c2 info could be better in this regard.... and I don't think an off-site non-scirra solution would benefit the community. So, do you also think that the establishment of a c2 wiki would be useful?

    Thanks.

    This info in this thread is gold - it should be installed in a wiki page.... Maybe? I wish that scirra would enable an addendum to the manual to that effect - run/edited by members of the community for the community. In fact, that gives me an idea!!

  • See the link below for my how-to-set css tutorial.

  • Copying events between projects can be frustrating. You have to first create the variables in the new project, with exactly the same names, then paste in the events you wish to copy.

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  • The int() expression turns a float (number with decimals) to a whole number, rounded down to the next lowest whole number. So, int(1-5) is the same as int(-4) which equals: -5. Probably not what you were hoping for... The c2 event system is incredibly powerful and will filter/pick all instances that satisfy a condition or conditions that you define.

    So, for your example, are the sprite.HP values all integers (ie whole numbers)? If so, you could use this OR condition to pick all of the relevant sprites:

    Sprite.HP > 5

    or

    Sprite.HP < 1

  • You can just copy/paste the events into your project, as long as you create variables and arrays etc with the same names as the example. Then you can tweak as you see fit - saves you the trouble of recreating it yourself.

  • frcol, it really depends on the effect you are after and the game you are making use of the font in. I did a Ludum Dare game a year ago which used lots of web fonts and some players reported that the text was not there, too small, too large, not loaded and was system default, and so on.... It was far from consistent.... so I only ever use Text objects for debugging now.

  • I think that these objects' collisions are always enabled so you can check if other objects collide or overlap with them. Thus they have a collision property that only adds an overhead if you specifically check them for a collision (as in it's a c2runtime group flag, I suspect). I never really understood why you couldn't collision check from them, but hey...

  • Of course. Remember that each event will run each tick if the condition is true; the exceptions being triggers and conditions with trigger once under them. The set animations with a wait of 2 seconds doesn't make logical sense if it runs every tick - 60 times per second a 2 second timer is started. I can't be sure how that caused the error because c2 reverts conditions when a wait is up and the wait was for longer than the travel time of the sprite, so all sorts of weird things could happen. Tldr - a wait running every tick will not work.

  • landman - I'm always happy for criticism and advice - anything to make the game better if I can .

    I'm looking good for avoiding putting it onto the 'to do later' pile but my original hope to finish it by about now has faded.... Hopefully by the end of the year it'll be done!

    Limbo was a brilliant game because of many factors, not least the art style and the care with which that art was woven into the game. I expect a lot of comparisons, just because it got there first with the whole dark silhouette theme of course. I hope when people play mine they'll see that it's not a clone and that the game is enjoyable on its own merits. Thanks for the feedback and showing an interest!

  • Cool - yeah, trigger once is often your friend for things like this!

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Colludium

Member since 26 Aug, 2013

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