Ashley's Forum Posts

  • Aren't they supported already? Can you not import them to the image editor?

  • No, you can't seed C2's random number generator yet.

  • Hey, welcome to the forum :)

    Figuring that terrain generation would be the hardest thing to achieve for me at first, I went ahead and got started.

    If you're not familiar with how events work, procedural generation is kind of jumping in to the deep end. I think it's best to start with simple projects and build your way up from there, otherwise you will quickly get stuck!

    o here's question #1 (of many, many to come): how on Earth do I fill an array with variables?

    It all comes down to setting up some events that call the 'Set at XY' action (for a 2D grid, anyway).

    oes it start filled with 0?

    Yep.

    nd how do I key each number to be relative to a sprite?

    Do you mean actually creating the sprites from the data in the array? A 'For Each Element' (on XY axes) event should do that. Each iteration compare the current number in the array, and create a sprite based on that number. Subevents are good there.

    I was going to explain this, but I just added it in to your capx. Try this: http://dl.dropbox.com/u/15217362/tileengine.capx

    You should be careful about creating lots of sprites, though. Having too many sprites can slow down the game a lot. I'd recommend waiting until the next release or two when we add 'snap to grid', then maybe put it together in the layout editor, using tiled backgrounds wherever possible for large areas of sprites. Otherwise, the sheer sprite count could slow down performance.

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  • The array has a width of 1 and a height of 2. So setting the element at, for example, (3,3) has no effect. It's outside the array! Click the array in the project or object bar to show its properties and make it as big as you need.

    I would strongly advise you use Tiled Background objects wherever possible. Creating lots of sprites is really bad for performance. A tiled background, no matter how big, is as fast as a single sprite. So if you create 2500 grass sprites it's 2500 times slower than using a tiled background the same size.

  • I kept getting a messsage about Intranet or something

    What was that message? It's always important to know.

    Also, what browser and version are you using?

    If you hit Control+Shift+J in Firefox or Chrome after the message, are there any errors? (In Internet explorer, hit F12, click Console, then refresh the page to see errors.)

    've just been going through the basic tutorial so I doubt uploading my file would help much.

    I still would like to see the file if possible. You might have done something slightly different along the way which caused the problem.

    Construct 2 is still early in development, but all its basic features should be working just fine. I guess you've discovered a bug! Hopefully we can get this fixed for the next release.

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  • I don't think we can or should fix this.

    Even in Classic, using animated sprites as your platform object is notorious for causing unintended problems. The usual thing to do is have an invisible solid square representing the player, which does not animate, and you position your animating player on top. Otherwise, you end up with lots of complicated situations like: you're standing next to a wall, the animation frame changes, and now part of your character is embedded within the wall. This kicks off Construct's 'push out of solid' code, which usually works but sometimes doesn't do quite what you wanted (your player may teleport a short distance or appear to "glitch").

    So even if we fixed this, you're still going to have problems if you use the animated sprite with a platform movement. For the record, 'Is on floor' works by pushing the player down 1 pixel and seeing if it overlaps a solid there, so if your player's bottom edge raises it won't count as on the floor any more. (If you could change hot spots, you could also fix it by having the hot spot at the bottom-middle edge.)

    So I think this should be resolved "won't fix".

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  • The events and sprite display parts of the engine are very reliable. Unless you've turned up a new bug, I would guess they're working just fine. So I guess it's a problem in your events.

  • Thanks for the feedback, I've made some changes for the next build!

    Multitouch input is sort of half-supported, I've been meaning to fix it. Obviously the current x/y of touch can only return one position. However, if you use conditions like "On object touched" and "Is touching object", those support multitouch OK.

  • If some scriptkiddies may hack the gravatar server, they got mail, user and pw for many users at many sites.

    That's true of any site, not just Gravatar, if you use the same username/password/email combo. Personally I use KeePass to store randomly generated passwords for each website I use, all locked by a single long password which I simply remember and don't have written down anywhere.

  • No, solid things are just solid. There's no anti-solid.

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