Ashley's Forum Posts

  • Do you want to delay in between each iteration, or delay the start of the loop?

    Just put a 'wait' before the loop itself (in a parent event) to delay the whole loop. To delay each iteration you can't really use the loop event, because the loop carries on running while the waits wait. In that case I'd just not use loops at all - have some timed events with variables or something.

  • We're aware some popular third party plugins (Spritefont, Function etc) are preventing some games getting on to the arcade. We've got plans for the future to help make this as painless as possible, but they might take a while. I'm afraid in the mean time you'll just have to use the allowed plugins for the Arcade!

  • 'Wait' at the end of an event does nothing! Have you seen How to use the 'Wait' action?

    'Wait' causes a delay then it carries on running from when it left off. If 'Wait' comes at the end of an event it means 'Wait this amount of time then do nothing', so it has no effect.

    I guess you're confused because it's in a loop, but that doesn't make it wait between each loop iteration - instead it schedules waits in parallel, e.g:

    + Repeat 10 times

    -> Do something

    -> Wait 1 second

    means "Do something then wait 1 second and do nothing, 10 times in a row". Events keep on running during a 'Wait' so the rest of the loop carries on running.

    I'm not sure what you mean in your second example though, can you maybe reproduce it in a new empty project?

  • I had the same problem making the Facebook plugin itself - it's very frustrating, sometimes it doesn't work but if you come back a few hours later it just works again. Facebook are notorious for being annoying like that with their API, just something we have to put up with unfortunately.

  • You can also directly share an event sheet between two layouts by setting the 'event sheet' property of a layout to another sheet, but includes are generally the way to go.

  • We don't want to make Construct 2 in to a HTML page editor - a game creator for the canvas element alone is our primary goal. There are lots of other tools for helping you write HTML code, and they're very different to how Construct 2 works!

  • I don't think ideas are actually worth much - it's the actual game made from the idea which is important.

    Two game devs can have the exact same idea and come up with completely different games. One might be really fun too, and the other not so much. The idea didn't really decide any of how the game works, what it looks like, if it's fun, etc.

  • Oops, caught copying and pasting too quickly again. Thanks, fixed for next build.

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  • After browsing the C2 forum history that seemed the overall consensus.

    Just a few weeks ago we had no manual. If you're looking at old posts you're probably reading the "there's no manual" consensus, but now it's largely in place and I think that makes the situation much better!

    GM has a significantly different UI and workflow. The 'event' system is completely different (and very basic compared to Construct 2's events), and C2 has no scripting short of using the SDK. However, I suppose you could carry over the general principles of logic, coding and game engines, which is of course universally applicable!

    I'd recommend just using the materials available for Construct 2 to get to grips with it - obviously we'd love stuff like printed books about it, but we're just not big enough yet for anyone to take that on board.

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  • Sorry, you can't modify the layout size - the SDK is relatively limited at the moment, since we're pushed for time so have only added the bare minimum necessary for the official features. Hopefully we'll expand it in future, but I wouldn't hold your breath, we have a long todo list for the user side of things, let alone the SDK...

  • Thanks for getting in touch Andrew, I sent you an email!