Tokinsom's Forum Posts

  • Problem Description

    The color replace effect is only working properly on certain frames of my sprite object despite every frame having the exact same colors. It isn't working on some tiled background objects either. I think it might be something related to the tolerance parameter because some palettes I'm trying to use do modify the sprite's colors a tiny bit. Also if I put the tolerance to, say, 100, then the colors aren't what I want but at least they work with every frame. This bug only occurs during preview, by the way.

    Attach a Capx

    https://dl.dropboxusercontent.com/u/105 ... orBug.capx

    Description of Capx

    Contains 1 sprite object w/ Replace Color effect that plays a new animation each second to demonstrate the bug.

    Steps to Reproduce Bug

    Just preview the layout and watch.

    Observed Result

    The object's red color is only replaced by green on certain animations/frames.

    Expected Result

    The object's red color should be replaced by green for all animation/frames.

    Affected Browsers

    Tried on NW, Chrome, and FireFox.

    Operating System and Service Pack

    Windows 8.1

    Construct 2 Version ID

    Tested on 200-204.2 / Capx was built in 203.

  • People are still attempting mobile games with HTML5 / C2? Huh.

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  • 1) Overlapping at offset is a very important feature.

    3) Events are read top-to-bottom and event order is more important than a lot of people think. Perhaps that's the real issue?

    Proper bug reports should be made.

  • I thought it was common knowledge that things work a little differently on export. So technically we've all been doing the bug report. For a long time.

  • Geez. You might just want to consider smaller areas if not for performance gains. I've seen and made many large megaman / metroid type areas before and 10% was too far out lol.

    On that note...faster scrolling while dragging is definitely needed, and being able to "find" objects like in Unity would be great as well. (select object > press F > camera pans to object)

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  • Y'know if we quit using behaviors and taught people to use events to write their own, as it should be, then everyone could do this and much, much more themselves. And learn quite a few things in the process. Juuust saying.

  • Lots of other engines have this feature, or, rather, allow you to write it yourself. You'd have to go very, very far out of your way to do that in C2 though.

    Perhaps it's more difficult to add than we think. It's been a request for over 2 years now and no word from Ashley.

    Either way, it'd definitely come in handy.

  • Not happening.

  • You guys know most people are already participating in Ludum Dare, right? Still has 5 hours to go, actually.

  • I hear you shouldn't use images larger than 2048x2048. Either way I'd choose sprites + render cells if they're mostly static.

  • I'm with — A bitmap font that lets us use different colors, font styles, behaviors, etc. in a single string would be awesome. Here's an example from Marty's Fun Tumblr:

    “Regular Text|||| [w1][c1]Color Test||||#[w0][s1][c4]Color Test2||||| [r]Regular Text#||||[c9]I’m a dialog box!”

    (what do you call these btw? string/text codes?)

    Here is a slightly cleaner example from MMX:Corrupted's dialogue editor. Give it a minute.

  • Buildbox does look kind of interesting. Tired of not seeing tile support in 2D game engines though. Y'know, those things ~90% of the world's 2D game levels were built with. Seems this engine is targeted towards simplistic mobile games though, so I guess that explains it..

    edit: Ew. stick with C2, guys.