What the hell I made an elaborate reply and it won't show up on this forum thread -_-?
Okay maybe this will work :
Ashley I can totally understand the how's not being described from a programmatic perspective in detail in some cases it can lead to some
rather difficult issues of legality and that the accuracy is variable at best,
I am talking about the how's of the actual process of doing certain complex trivial tasks
like storing a action dictionary "a bunch of words that have actions or functions attached in their value" these action dictionaries
can then be used too simulate the very basics of true to life conversation in a NPC AI once the player types in a particular word that matches
with the word in the action dictionary .
If the detail in the manual is not full fledged expanded on in depth at least with the what's and where's explaining their possible uses
,their purpose of being their ,etc it can lead to some real hulk fist radiant punches beyond the concrete walls of the sensual office lol.
^^ those kind of complex problems ^^
newt I agree extensively when their's not many tutorials on the subject you are after
and some tool in the construct engine is missing a kind of elaboration on various uses
or the simplest way to implement it ,etc that can lead to some difficult problem solving
which could even make it impossible to finish that task from my point of view.
5Type When I bought construct 2 it was quite clunky I was really in the unknown
and Id read the manual and get very frustrated with the non-expanded on detail
Of the various references and explanations in the manual I actually had to ask
someone how to scale a sprite accurately on both x and y cartisean cordinates while pressing the up arrow
because the setSize or whatever it was scaling function was doing all kinds of weird too fast and flipping scaling .
tarek2 Exactly I am saying that the manual needs more expanding on , more simplicity I've actually built prototype basic
2D or 3D Game Engines with C++ & OpenGL2 , OpenGL3.3 with GLSL 3.3 ,etc and used many different programming languages like
Java with LibGDX , Lua with Love2D , Ruby with Gosu , C++ with many different apis from SFML to GDI , Python with PyGame ,etc "literally"
but I didn't like programming because it was so flawed to me and that's why I chose to use someone elses engine
with much simpler tools because I realized I am a Game Designer not a mathematician of extensive degrees can do some maths
know how kind of to write Quaternions: