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  • Nice!

    So the "up" bug has been corrected. The sprite seems to be "floating" a bit, compared to the straight "glued to grid" style it had previously.

    I wouldn't make the behavior move the object. No matter what you do, for the majority of games it's probably not quite what is needed. For example tile games just want to step a whole cell at a time, and an RTS might use a steering vehicle style. IMO the behavior should just return the list of waypoints by expressions and then the user can make the movement via events... that seems to hit the right balance between "taking care of it for the user" and "not telling the user what they want", which is the balance all of C2 has to strike just right.

    t seems that the minifier has a file size limit, or something.

    There's definitely no file size limit. I guess there is a mistake in your script the minifier doesn't like. Did you read the section on Google Closure Compiler in the SDK docs?

  • There's a jump action in r51 - and there's an image "editor" but right now it's just a place for you to import graphics really, we're still working on it. You've seen it if you've inserted or double clicked any Sprite or Tiled Background.

  • Binaries - much more convenient for you than having to compile stuff yourself. This doesn't mean the runtimes can't also be open source though.

  • I wasn't actually planning to modify the editor itself (other than perhaps making a portable build of it so I could run C2 from an USB drive since I tend to move between physical locations so much and don't always want to bring a computer).

    C2 is already designed to be portable - try installing r50 to a USB stick.

    s long as exporters are open, I'll definitely consider C2. If the .exe exporter turn out to be closed source, it'll be something else though.

    I think it's likely any runtimes we develop will be BSD licensed. The HTML5 exporter should be BSD licensed too. I don't know about the EXE exporter's license yet, it's probably some way off. But exporters aren't very interesting, they're just converter DLLs - a project goes in, a runtime with some data bolted on comes out. So I guess the important thing is open source runtimes, which we aim to have.

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  • Came across this link today:

    http://www.matthewtrost.org/projects/astar/

    Might be an interesting one for any plugin devs looking for a project. I think it would make a good behavior - you could use it to get any object to navigate through a maze and such.

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  • I never suggested to open source it, hence the comparison to Torque 2D (source included with buy).

    If we give every registered user the source I don't think it would be long at all before a leak. We've got scammers already ripping off Classic, users from other tools with irrational grudges, etc. so I think actually it would leak pretty much straight away. I don't know how Torque 2D manages it. Perhaps nobody's leaked it so it's not a problem, or they can afford to hire lawyers to shut down anyone abusing the source code whenever they spot instances of it. We're a two-man team working from home and considering we're just about to start issuing licenses, I don't think we'll be able to afford the legal costs that might be implied by this kind of thing for some time.

    re you sure illegal stolen products get big enough to attract users who would otherwise have purchased the real product though?

    It's not just lost sales - suppose the following:

    • ripoffs come loaded with viruses or spyware, then people start widely avoiding it because they don't trust it,
    • ripoffs break things or are based on old versions, then users complain to us about the bugs,
    • users pay for a ripoff then get angry and come complaining to us,
    • the extremely amateurish looking ripoff websites are embarrassing for us and give us a bad reputation,
    • etc...

    In short it's potentially a serious problem and I don't think we have the necessary resources to adequately deal with it.

    How likely do you think it is you'll need to debug the editor though? It seems to me that the most likely issues will occur in the runtime, in which case you can just fire up Chrome's debugger and see what's happening in the javascript for yourself. In the editor, I suppose with the source you could debug and see what's happening, but like I say, aren't you worried anything you change would cause a corrupt-project style bug? Integrity of user data isn't an issue in an ordinary game engine like Torque 2D, but in an editor it's absolutely crucial. If you come across problems I'm more than happy to debug and fix it. You can probably see on the bugs forum it's something I do routinely. Also, in the past, we've pushed releases out in a matter of hours. If it's urgent the fix can probably be out in a few days, rather than waiting months for Construct 2.5 or whatever.

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  • All on the todo list.

  • It's used in the system angle() expression, which as far as I'm aware, is the only purpose for atan2 - calculating the angle between points.

    If you really do need atan2 for something else, I'd be interested to know what it is! You can also get an atan2(y, x) anyway by doing angle(0, 0, x, y).

  • Thanks I7redd, nice to hear :)

    BTW updated the link, forgot a section - "14 Reference - cr functions". Covers cr.vector2, cr.rect etc.

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Ashley

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