Tokinsom's Forum Posts

  • For C2 you'll want to use RexRainbow's .tmx importer to make your rooms/areas individually and dynamically load them via AJAX and project files (while destroying old rooms), then code triggers/doors and transitions in between. The minimap can also be created using Tiled. There are numerous ways to do it but this made the most sense to me..

    In CC you're probably just going to have to make your own editor, save rooms to an array, .ini, hashtable, etc. then load them dynamically as above.

    Sorry I don't really have any examples lying around...it's very complicated to set these up ^^

    Btw is that you, Mario?

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  • Aha. I'm using a custom bitmap font so that would explain it. Not sure how that's supposed to work with the spritefont plugin though..What would the arrows be on the charmap?

  • Ashley Thanks for fixing this in r125. There still aren't any strings for the arrow keys, however. Could you please add those in the next build?

  • To avoid performance issues from lots of tiles I paste the tiles into a canvas, then load the image to a large empty sprite, then destroy all the tiles & canvases..not sure you'd be able to do that for a minecraft clone though, since tiles are destructible. Might look into chunks. Disabling off-screen solids might help too.

  • Ah. I didn't try it with anything other than letters and the arrow keys. Not really sure how to go about that without an event for every key :

    Ashley would it be possible to add the rest of the strings at some point?

  • I'm using Keyboard.StringFromKeyCode(Keyboard.LastKeyCode) to retrieve the name of the last key pressed, for my control config.

    For whatever reason it works perfectly for everything but the arrow keys; up, right, and left return a blank string and down returns "(".

    Same results in 2 projects. Anyone else have this problem?

  • I've gotten numerous crashes from changing multiple instances' initial visibility (and sometimes other properties), then previewing the game immediately after. Hasn't happened in a while though. Maybe it's related?

  • So..Adding a new file to your project files folder outside of C2 does not add the file to your project inside C2, nor does updating a file outside of C2 work.

    However, if you add the file to your project inside C2, save, close, and re-open..then from then on you can modify it outside of C2 and it'll work.

    Why is that? It may seem like a minor inconvenience but it's a pretty big deal if working in a team. Either each member needs a C2 license and the .caproj to add new files in C2, or the one member with the .caproj has to be responsible for adding everyone's project files himself.

    Imagine 3 people making hundreds of rooms for a 'vania, each one a separate project file..no way I'm adding/managing all of them myself!

    Anyway..That said, could we maybe have a button to add/update project files in a C2 project if changes have been made outside the editor? Better yet, could they just be synced at all times?

  • <img src="https://dl.dropbox.com/u/105711543/Images/errors.png" border="0" />

    Link to .capx file (required!): Any of the platformer examples.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack: Win7, 1

    Construct 2 version: r123

  • +9999

    The player in one of my projects has 200+ frames, 2 parts, and 3 image points. For the love of god, please add this!

  • Project files, server, XML, CSV, JSON (array, dictionary, etc). Take your pick :) There is info on all of this in the manual.

  • Bump.

  • Er..Pretty sure you'd get the same results in CC or anything else. 1 particle per tick simply isn't enough for a seamless trail.

  • Using every tick or 0.01 seconds or w/e doesn't spawn particles fast enough to make a seamless trail. I use the loop (which also moves the beam for pixel-perfect collisions) to spawn the particles at a very high rate and that's where the problem lies. For the record they are destroyed shortly after so there's never more than ~20 particles per beam.

    I tried giving each beam a variable that is subtracted by n*dt and creates a particle / resets itself each time it goes below 0. It helps but I still get about twice the particles at 0.1 time scale..

  • I'm using a for loop to create a seamless beam trail / laser similar to this with small particles. Works great but the lower the time scale is, the more particles that are spawned. I can't just use every tick or milliseconds because they don't spawn the particles fast enough to make the trail seamless so..any ideas?

    Here is a .capx.