Ashley's Recent Forum Activity

  • As everyone says big games mean lost plays from the many people on slow connections (don't assume everyone has super fast broadband).

    However, if you're wondering simply about single file vs. folder, when saving and loading Construct 2 shows "Compressing CAPX" or "Decompressing CAPX" in the status bar when it's packing or unpacking the .capx. If that appears for a few seconds every time you hit save, try saving to a project folder - since it skips that step saves should be a lot faster.

  • Yeah, we're working on the manual at the moment, it was in our Winter roadmap a while back. Shouldn't be too much longer!

  • Oh, I thought you were talking about the Beginner's Guide Ghost Shooter tutorial. Maybe you should have a look at that - it's much simpler! The demos are provided as advanced examples to show off what Construct 2 can do. It doesn't have to be that complicated.

  • I don't remember there being any trigonometry, or complicated formulae at all in fact, in the Ghost Shooter tutorial - where are you stuck?

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  • I guess you're just not used to C2. One of the rules of the event system is if an object is not referenced in any conditions, the action affects all of the instances. So since the 'start of layout' event does not use any Sprite conditions, the Destroy action applies to all the instances.

    If you don't want the action to affect all the instances, you add a condition to pick which instances you want it to affect, e.g 'Mouse is over Sprite'.

    Does that make sense?

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  • We're still working on our manual. Hopefully it won't be long!

  • Oops, should be fixed in next build.

  • quote]You can do this in the plugin/behavior SDK. Javascript doesn't employ any encapsulation (e.g. private variables or functions) so by its very nature you can edit anything in the runtime at any time from a plugin.

    Cool! I'll do a little research on accessing other variables through javascript, this is very interesting to me. Do you know of any plugins that use this, as an example?

    I can't think of any good examples, actually - it's not actually normally necessary to do this. But it's possible in case you really need to. I'd say read through the SDK docs, there's guides on how to access the full list of instances and such.

    hen I put more than one instance of an object and then later want to modify that object it seems that all instances of that object are subject to the same command, and as far as I can tell, you can't pick one specific object through the event system

    That's not true - it would be very difficult to design decent games if the event system didn't let you do that! The conditions in events act as filters to pick the instances you want to affect. For example the condition "Sprite X < 100" picks all individual instances to the left of X=100. If you then have an action 'Destroy Sprite', for example, only those picked sprites get destroyed, and the others are not affected. So the way events work actually is fundamentally based on picking individual instances of objects and running actions on them.

    TBH designing plugins when you're not familiar with the way events work will be tough - I'd spend some time getting to know how C2 works first, then it will be much clearer what plugins are doing in their code.

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  • D'oh, thought I fixed that, fixed for real in next build!

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Ashley

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